Game apparatus, storage medium storing a game program, and game controlling method

ABSTRACT

A game apparatus includes a first LCD and a second LCD, and on the first LCD, a two-dimensional game screen including objects positioned in a two-dimensional coordinate is displayed. When a two-dimensional coordinate of a specific object out of the objects positioned in the two-dimensional coordinate satisfies a predetermined condition, a three-dimensional coordinate of each of the objects is calculated on the basis of the two-dimensional coordinate of each of the objects. The object is modeled in the calculated three-dimensional coordinate, moved by a predetermined animation, and then shot by a virtual camera. Accordingly, a game screen of an image (animation) of the three-dimensional virtual space shot by the virtual camera is displayed on the second LCD.

REFERENCE TO RELATED APPLICATIONS

This application is a divisional of Ser. No. 11/515,026 filed Sep. 5,2006, which claims priority under 35 U.S.C. §119(a) to PatentApplication No. 2005-255757 filed in Japan on Sep. 2, 2005, the entirecontents of which are hereby incorporated by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a game apparatus, a storage mediumstoring a game program, and a game controlling method. Morespecifically, the present invention relates to a game apparatus, astorage medium storing a game program, and a game controlling methodwhich properly set a virtual camera according to a game situation anddisplay a suitable game image according to the game situation (1). Also,the present invention relates to a game apparatus, a storage mediumstoring a game program, and a game controlling method which accept aninput from a player in accordance with a game situation, and advance thegame (2). Furthermore, the present invention relates to a gameapparatus, a storage medium storing a game program, and a gamecontrolling method which cause a player to make a coordinate input to agame image (3).

2. Description of the Related Art

One example of such a kind of related art is disclosed in the Document 1(“Super Mario 64DS” product instructions P23). According to the Document1, an image showing a narrow range and an image panoramically showing awide range in a game world are displayed. Additionally, the imageshowing a narrow range is obtained by making a virtual camera(perspective) follow a player object. Accordingly, with reference to theimage with a wide range, for example, such as an entire map, a playercontrives a strategy (route) for moving a player object to adestination, and with reference to the image with a narrow range, theplayer moves the player object by making it defeat an enemy object,avoid an obstruction.

Furthermore, another example of the related art is disclosed in theDocument 2 (“MADDEN Super Bowl 2005” product instructions P5-P10).According to the Document 2, with one button operation and a combinationof button operations, detailed actions of an offense and a defense inthe American football game can be instructed. Therefore, a player canenjoy playing the game with reality.

In addition, the other example of the related art is disclosed in theDocument 3 (“Nintendogs” product instructions P11, P20). According tothe Document 3, a player can call a dog, pat the dog displayed on thescreen and wash the dog with shampoo under certain circumstancies bytouching and stroking a touch screen.

However, in the technique of the Document 1, the image with a wide rangeand the image with a narrow range are displayed, but if the image with anarrow range is displayed, the perspective (virtual camera) merelyfollows the player object, and therefore, it is impossible to display anappropriate place in detail according to the circumstances.

Also, in the technique of the Document 2, the operation is complicated,and therefore, it is difficult to perform a proper operation at propertiming. Also, a beginner of the game and one who is ignorant of Americanfootball itself might lose an interest to the game.

In addition, in the technique of the Document 3, a touch operation tothe object image itself can easily be performed, but if a touchoperation to the one except for the object image is performed, no mark,etc. is displayed, and therefore, it is difficult for the player to knowa position or range (area) on which a coordinate instruction can beperformed.

SUMMARY OF THE INVENTION

Therefore, it is a primary object of the present invention to provide anovel game apparatus, storage medium storing a game program, and gamecontrolling method.

Another object of the present invention is to provide a game apparatus,a storage medium storing a game program, and a game controlling methodwhich can display an appropriate screen in accordance with a gamesituation.

The other object of the present invention is to provide a gameapparatus, a storage medium storing a game program, and a gamecontrolling method which can easily enjoy a game play.

A further object of the present invention is to provide a gameapparatus, a storage medium storing a game program, and a gamecontrolling method which can properly set a region for a coordinateinstruction according to a game situation.

The present invention adopts the following construction in order tosolve the above-described problems. It should be noted that referencenumerals and footnote, etc. which are enclosed in parentheses show onlyone example of correspondences with the embodiment described later inorder to help the understandings of the present invention, and do notlimit the present invention.

A first game apparatus according to the present invention comprises anobject arranging means, a first game image display controlling means, adetermining means, and a second game image display controlling means.The object arranging means arranges a first object and a second objectin a first virtual game world, and performs a movement control on atleast one of the first object and the second object. The first gameimage display controlling means generates a game image panoramically orplanarly representing the first virtual game world on the basis of anarrangement state by the object arranging means, and displays it on afirst display portion. The determining means determines whether or not apositional relationship between the first object and the second objectsatisfies a predetermined condition in the first virtual game world. Thesecond game image display controlling means, when the determinationresult by the determining means is affirmative, sets a virtual camera ina three-dimensional second virtual game world on the basis of at leastone of a first object position and a second object position in the firstvirtual game world, arranges at least one of the first object and thesecond object in the second virtual game world, generates a game imageby shooting the second virtual game world with the virtual camera insuch a manner as to include at least one of the first object and thesecond object which are arranged, and displays it on a second displayportion.

More specifically, a game apparatus (10) comprises an object arrangingmeans (42, S17, S25, S37, S41, S43, S71, S73, S81, S83, S95), a firstgame image display controlling means (42, S19, S27, S45, S75, S97), adetermining means (42, S39), and a second game image display controllingmeans (42, S49, S55, S57). The object arranging means (42, S17, S25,S37, S41, S43, S71, S73, S81, S83, S95) arranges a first object (RB) anda second object (DF) in a first virtual game world, and performs amovement control on at least one of the first object (RB) and the secondobject (DF). The first game image display controlling means (42, S19,S27, S45, S75, S97) generates a game image (100) panoramically orplanarly representing the first virtual game world on the basis of anarrangement state by the object arranging means (42, S17, S25, S37, S41,S43, S71, S73, S81, S83, S95), and displays it on a first displayportion (12). The determining means (42, S39) determines whether or nota positional relationship between the first object (RB) and the secondobject (DF) satisfies a predetermined condition in the first virtualgame world. The second game image display controlling means (42, S49,S55, S57), when the determination result by the determining means (42,S39) is affirmative, sets a virtual camera in a three-dimensional secondvirtual game world on the basis of at least one of a position of thefirst object (RB) and a position of the second object (DF) in the firstvirtual game world, arranges at least one of the first object (RB) andthe second object (RB) in the second virtual game world, generates agame image (120) by shooting the second virtual game world with thevirtual camera in such a manner as to include at least one of the firstobject (RB) and the second object (DF) which are arranged, and displaysit on a second display portion (14).

It should be noted that the game apparatus (10) is provided with thefirst display portion (12) and second display portion (14), but it needsnot be provided with these two displays. For example, one display may bedivided into two display areas. Or, a game image (100) and a game image(120) may be switched and displayed on a single display. The same istrue for the following.

According to the present invention, when the positional relationshipbetween the first object and the second object in the first game worldsatisfies a predetermined relationship, a virtual camera is set inthree-dimensional second virtual game world, and an image shot by thevirtual camera is displayed as a game image. Thus, it is possible toappropriately display a game screen according to the game situations.

In one aspect of the present invention, the game apparatus furthercomprises a camera setting means for determining at least one of aposition and a direction of the virtual camera on the basis of the firstobject position and the second object position in the first virtual gameworld when the determination result by the determining means isaffirmative, a first object position determining means for determiningthe first object position in the second virtual game world on the basisof the first object position in the first virtual game world, and asecond object position determining means for determining the secondobject position in the second virtual game world on the basis of thesecond object position in the first virtual game world. The camerasetting means determines at least one of a position and a direction ofthe virtual camera in such a manner as to shoot both of the first objectand the second object. More specifically, when the determination resultby the determining means (42, S39) is affirmative (“YES” in S39), acamera setting means (42, S55) determines at least one of a position anda direction of the virtual camera on the basis of the position of thefirst object (RB) and the position of the second object (DF) in thefirst virtual game world. A first object position determining means (42,S49) determines the position of the first object (RB) in the secondvirtual game world on the basis of the position of the first object (RB)in the first virtual game world. Also, a second object positiondetermining means (42, S49) determines the position of the second object(DF) in the second virtual game world on the basis of the position ofthe second object (DF) in the first virtual game world. The camerasetting means (42, S55) sets at least one of a position and a directionof the virtual camera in such a manner as to shoot both of the firstobject (RB) and the second object (DF). For example, if the first object(RB) and the second object (DF) exist face to face with each other, itis possible to set the virtual camera in a position parallel with thehorizontal direction including the midpoint and views the first object(RB) and the second object (DF) from an oblique side. That is, theobject position in the second game world is determined on the basis ofthe object position in the first game world, and the virtual camera isset in such a manner as to shoot the object in the second game world,and therefore, the object in the three-dimensional second game world canbe viewed in the positional relationship of the objects in the firstgame world.

In another aspect of the present invention, the game apparatus furthercomprises a camera position determining means for determining a positionof virtual camera on the basis of the first object position in the firstvirtual game world when the determination result by the determiningmeans is affirmative, a first object position determining means fordetermining the first object position in the second virtual game worldon the basis of the first object position in the first virtual gameworld, a second object position determining means for determining thesecond object position in the second virtual game world on the basis ofthe second object position in the first virtual game world, and a cameradirection determining means for determining a direction of the virtualcamera in such a manner as to shoot both of the first object and thesecond object. More specifically, unlikely to the above-describedinvention, the position of the virtual camera is determined on the basisof the position of the first object (RB) in the first virtual gameworld, and the direction is determined in such a manner as to shoot thefirst object (RB) and the second object (DF) by taking the first object(RB) as a center. Thus, the object in the three-dimensional second gameworld can also be viewed according to the positional relationship in thefirst game world.

In the other aspect of the present invention, the game apparatus furthercomprises a camera position determining means for determining a positionof the virtual camera on the basis of the first object position in thefirst virtual game world when the determination result by thedetermining means is affirmative, a second object position determiningmeans for determining a direction of the second object in the secondvirtual game world on the basis of the second object position in thefirst virtual game world, and a camera direction determining means fordetermining the virtual camera direction in such a manner as to shootthe second object. More specifically, unlikely to the above-describedinvention, the position of the virtual camera is determined on the basisof the position of the first object (RB) in the first virtual gameworld, and determines the direction in such a manner as to shoot thesecond object (DF) by taking the first object (RB) as a center. Thus,similarly to the above-described invention, the object in thethree-dimensional second game world can be viewed in the positionalrelationship in the first game world.

In one embodiment of the present invention, the second game imagedisplay controlling means sets the virtual camera in the second virtualgame world on the basis of at least the first object position in thefirst virtual game world, arranges at least the second object in thesecond virtual game world, generates the game image by shooting thesecond virtual game world with the virtual camera in such a manner as toinclude at least the second object, and displays it on the seconddisplay portion. More specifically, the second game image displaycontrolling means (42, S49, S55, S57) sets the virtual camera in thesecond virtual game world on the basis of at least the position of thefirst object (RB) in the first virtual game world. In addition thesecond game image display controlling means (42, S49, S55, S57) arrangesat least the second object (DF) in the second virtual game world,generates the game image (120) by shooting the second virtual game worldwith the virtual camera in such a manner as to include at least thesecond object (DF), and displays it on the second display (14).Accordingly, the image obtained by viewing the second object (DF) fromthe first object (RB) is displayed as the game image (120). Accordingly,it is possible to properly display the game screen according to the gamesituations.

In another embodiment of this invention, the second game image displaycontrolling means includes a camera direction determining means fordetermining a direction of the virtual camera on the basis of at leastthe second object position in the second virtual game world. Morespecifically, the camera direction determining means (42, S55)determines the direction of the virtual camera on the basis of theposition of at least the second object (DF) in the second virtual gameworld. For example, it is possible to generate the game image of thefirst object (RB) which is viewed from the second object (DF). That is,it is possible to properly display the game screen according to the gamesituations.

In the other aspect of the present invention, the second game imagedisplay controlling means includes a camera direction determining meansfor determining a direction of the virtual camera on the basis of adirection or a moving direction of at least the first object in thefirst virtual game world. More specifically, the camera directiondetermining means (42, S55) determines the direction of the virtualcamera on the basis of a direction or a moving direction of at least thefirst object (RB) in the first virtual game world. Accordingly, theimage viewed along the line of sight and in the direction of travel ofthe first object (RB) can be displayed as a game image (120). That is,it is possible to properly display the game screen according to the gamesituations.

In the other embodiment of the present invention, the determining meansdetermines whether or not a positional relationship between the firstobject and the second object in the first virtual game world is below apredetermined distance. More specifically, the determining means (42,S39) determines whether or not a positional relationship between thefirst object (RB) and the second object (DF) in the first virtual gameworld is below a predetermined distance. That is, it is determined thatone object is closer to another object above a predetermined distance.Thus, the distance is merely detected between the objects, andtherefore, it is possible to easily make the determination.

In another aspect of the present invention, the game apparatus furthercomprises an input accepting means for accepting an operation input froma player when the determination result by the determining means isaffirmative, and an object action state determining means fordetermining an action or a state of at least one of the first object andthe second object in the first virtual game world in response to theoperation input accepted by the input accepting means. Morespecifically, the input accepting means (22, 42, S61) accepts anoperation input from a player when the determination result by thedetermining means (42, S39) is affirmative (“YES” in S39). The objectaction state determining means (42, S69, S79, S81, S83) determines anaction or a state of at least one of the first object (RB) and thesecond object (DF) in the first virtual game world in response to theoperation input accepted by the input accepting means (22, 42, S61). Forexample, a player makes the object move, act, and changes the state ofthe object. That is, an operation input is accepted as necessary, andtherefore, the player need not constantly perform a game operation, andcan advance the game with a relatively easy operation.

In the other aspect of this invention, the game apparatus furthercomprises a coordinate input means for inputting a coordinate to asecond display to display the game image generated by the second gameimage display controlling means, and the input accepting means acceptsthe operation input from a player by the coordinate input means when thedetermination result by the determining means is affirmative. Morespecifically, a coordinate input means (22, 42) is provided on thesecond display portion (14) to display a game image (120). The inputaccepting means (22, 42, S61) accepts an operation input from the playerby the coordinate input means (22, 42) when the determination result bythe determining means (42, S39) is affirmative (“YES” in S39), that is,at a predetermined timing. As the coordinate input means (22, 42), forexample, pointing devices, such as a touch panel, a computer mouse, atouch pen, a tablet, etc. can be utilized. That is, the coordinate inputis merely performed at a predetermined timing, capable of enhancing theoperability.

In one embodiment of the present invention, the game apparatus furthercomprises a input region setting means for setting an input region tothe second display portion which displays the game image generated bythe second game image display controlling means on the basis of at leastone of the first object position and the second object position in thefirst virtual game world, and the object action state determining meansdetermines an action or a state of at least one of the first object andthe second object in the first virtual game world according to thecomparison result between the coordinate by the operation input from theplayer accepted by the input accepting means and the input region set bythe input region setting means. More specifically, the input regionsetting means (42, S201, S203) sets an input region to the seconddisplay portion (14) which displays the game image (120) generated bythe second game image display controlling means (42, S49, S55, S57) onthe basis of at least one of the position of the first object (RB) andthe position of the second object (DF) in the first virtual game world.The object action state determining means (42, S69, S79, S81, S83)determines an action or a state of at least one of the first object (RB)and the second object (DF) in the first virtual game world according tothe comparison result between the coordinate (instructed coordinate) bythe operation input from the player and the input region. Thus, bymerely performing a coordinate input, the action and the state of theobject can be changed, and therefore, a complicated process is executedwith a simple operation, capable of increasing an interest of the game.

A second game apparatus according to the present invention comprises anobject arranging means, a first game image display controlling means, adetermining means, and a second game image display controlling means.The object arranging means arranges a first object and a second objectin a two-dimensional virtual game world, and performs a movement controlon at least one of the first object and the second object. The firstgame image display controlling means generates a game image representingthe two-dimensional virtual game world on the basis of an arrangementstate by the object arranging means, and displaying it on a firstdisplay portion. The determining means determines whether or not apositional relationship between the first object and the second objectsatisfies a predetermined condition in the two-dimensional virtual gameworld. The second game image display controlling means, when thedetermination result by the determining means is affirmative, sets avirtual camera in a three-dimensional virtual game world on the basis ofat least one of a first object position and a second object position inthe second virtual game world, arranges at least one of the first objectand the second object in the three-dimensional virtual game world,generates a game image by shooting the three-dimensional virtual gameworld with the virtual camera in such a manner as to include at leastone of the first object and the second object which are arranged, anddisplays it on a second display portion.

More specifically, the invention is the same as the invention of thefirst game apparatus except for that the first virtual game world shallbe the two-dimensional virtual game world, and the second virtual gameworld shall be the three-dimensional virtual game world. That is, athree-dimensional game image (120) is generated and displayed dependingon the positional relationship between the first object (RB) and thesecond object (DF) in the two-dimensional space.

In this invention also, similarly to the invention of the first gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A third game apparatus according to the present invention comprises anobject arranging means, a first game image display controlling means, adetermining means, and a second game image display controlling means.The object arranging means arranges a first object and a second objectin a three-dimensional virtual game world, and performs a movementcontrol on at least one of the first object and the second object. Thefirst game image display controlling means generates a game image shotby a virtual camera which is directed to a fixed direction on the basisof the arrangement state by the object arranging means and shoots thethree-dimensional virtual game world including at least one of the firstobject and the second object, and displays it on a first displayportion. The determining means determines whether or not a positionalrelationship between the first object and the second object satisfies apredetermined condition in the three-dimensional virtual game world. Thesecond game image display controlling means, when the determinationresult by the determining means is affirmative, sets a virtual camera onthe basis of at least one of the first object position and the secondobject position in the three-dimensional virtual game world, generates agame image by shooting the three-dimensional virtual game world with thevirtual camera, and displays it on a second display portion.

More specifically, the present invention is approximately the same asthe invention of the first game apparatus except for that the firstvirtual game world shall be the three-dimensional virtual game world.That is, depending on the positional relationship between the firstobject (RB) and the second object (DF) in the three-dimensional space,the three-dimensional game image (120) different from the game image(100) is generated and displayed.

In this invention also, similarly to the invention of the first gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A fourth game apparatus according to the present invention comprises anobject arranging means, a first game image displaying means, adetermining means, and a second game image display controlling means.The object arranging means arranges a first object and a second objectin a three-dimensional virtual game world, and performs a movementcontrol on at least one of the first object and the second object. Thefirst game image display controlling means generates a game imageobtained by panoramically or planarly shooting the three-dimensionalvirtual game world with the first virtual camera on the basis of anarrangement state by the object arranging means and displays it on afirst display portion. The determining means determines whether or not apositional relationship between the first object and the second objectsatisfies a predetermined condition in the three-dimensional virtualgame world. The second game image display controlling means, when thedetermination result by the determining means is affirmative, sets asecond virtual camera on the basis of the first object position and thesecond object position in the three-dimensional virtual game world,generates a game image by shooting the three-dimensional virtual gameworld with the second virtual camera, and displays it on a seconddisplay portion.

Additionally, the first virtual camera and the second virtual camera maybe the same. In such a case, the first display portion and the seconddisplay portion are the same, and display the game images by switchingthem.

In this invention also, similarly to the invention of the third gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A fifth game apparatus according to the present invention comprises adetermining means for determining whether or not a positionalrelationship between a first object and a second object in atwo-dimensional coordinate system satisfies a predetermined condition,and a camera setting means for setting a virtual camera to be arrangedin a three-dimensional virtual game world on the basis of the firstobject position and the second object position when the determinationresult by the determining means is affirmative.

More specifically, the game apparatus (10) comprises a determining means(42, S39) and a camera setting means (42, S55). The determining means(42, S39) determines whether or not a positional relationship between afirst object (RB) and a second object (DF) in a two-dimensionalcoordinate system satisfies a predetermined condition. The camerasetting means (42, S55) sets a virtual camera to be arranged in athree-dimensional virtual game world on the basis of the position of thefirst object (RB) and the position of the second object (DF) when thedetermination result by the determining means (42,S39) is affirmative(“YES” in S39). For example, at least one of the position and thedirection of the virtual camera is set.

According to the present invention, similarly to the invention of thefirst game apparatus, it is possible to appropriately display the gamescreen according to the game situations.

In one aspect of the present invention, the game apparatus furthercomprises an image displaying means for displaying a shooting result bythe virtual camera as a game screen, a pointing device provided inassociation with the image displaying means, and an object action statedetermining means for determining an action or state of at least one ofthe first object and the second object in response to an input to thegame screen displayed by the image displaying means with the pointingdevice. More specifically, an image displaying means (14) displays ashooting result by the virtual camera as a game screen. Also, thepointing device (22) is provided in association with the imagedisplaying means (14). The object action state determining means (42,S69, S79, S81, S83) determines an action or state of at least one of thefirst object (RB) and the second object (DF) in response to an input tothe game screen with the pointing device (22). That is, according to anoperation by a player, the action and state of the object can bechanged, and this allows the player to perform an intuitive operation ofthe object.

A sixth game apparatus according to the present invention comprises anoperation input detecting means for detecting an operation input by aplayer, a first object controlling means for changing first actionrelation data relating to a first object, a first determining means fordetermining whether or not the operation input acceptable condition issatisfied in relation to the first action relation data, and a gamesituation changing means for changing game situation data indicative ofa game situation on the basis of the operation input detected by theoperation input detecting means when it is determined that the inputacceptable condition is satisfied by the first determining means.

More specifically, an operation input detecting means (42, S23, S61)detects an operation input by a player. A first object controlling means(42, S25, S27, S29) changes first action relation data (data indicativeof a position and an action of the object) relating to the first object(RB). A first determining means (42, S39) determines whether or not theoperation input acceptable condition is satisfied in relation to thefirst action relation data. A game situation changing means (42, S69,S79, S81, S83) changes game situation data indicative of a gamesituation on the basis of the operation input detected by the operationinput detecting means (42, S23, S61) when it is determined that theinput acceptable condition is satisfied by the first determining means(42, S39) (“YES” in S39).

According to the present invention, a game situation can be changed onthe basis of an operation input at an operation input acceptable timing,and therefore, the player can participate in a game play at anappropriate timing.

In one embodiment of the present invention, the first object controllingmeans automatically changes the first action relation data at least whenit is determined that the operation input acceptable condition is notsatisfied by the determining means. More specifically, a first objectcontrolling means (42, S25, S27, S29) automatically changes the firstaction relation data at least when it is determined that the operationinput acceptable condition is not satisfied by the determining means(42, S39). That is, even when the player does not make an operation likein an input unacceptable state, the position, etc. of the object can bechanged.

In another embodiment of the present invention, the first objectcontrolling means automatically changes the first action relation datawhen it is determined that the operation input acceptable condition issatisfied by the first determining means, and further comprises a seconddetermining means for determining whether or not the operation inputunacceptable condition is satisfied in relation to the first actionrelation data, and the game situation changing means changes gamesituation data indicative of the game situation on the basis of theoperation input detected by the operation input detecting means from atime when it is determined that the input acceptable condition issatisfied by the first determining means to a time when it is determinedthat the input unacceptable condition is satisfied by the seconddetermining means. More specifically, a first object controlling means(42, S25, S27, S29) automatically changes the first action relation datawhen it is determined that the operation input acceptable condition issatisfied by the first determining means (42, S39) (“YES” in S39). Asecond determining means (42, S65, S67) determines whether or not theoperation input unacceptable condition is satisfied in relation to thefirst action relation data. A game situation changing means (42, S69,S79, S81, S83) changes a game situation from a time when it isdetermined that the input acceptable condition is satisfied to a timewhen it is determined that the input unacceptable condition issatisfied. That is, it is possible to make an operation input onlyduring the time determined by the positional relationship between theobjects.

In another embodiment of the present invention, the game situation dataincludes first action relation data. More specifically, the gamesituation data includes first action relation data. Accordingly, aposition and an action of the first object (RB) can be changed on thebasis of the operation input by the player. Thus, a suitable operationat a right timing is required, enhancing an interest of the game.

In the other embodiment of the present invention, the first actionrelation data includes the first object position data in the virtualgame world. More specifically, the first action data includes theposition data of the first object (RB) in the virtual space.Accordingly, depending on the operation timing and the operationaccuracy, the moving distance of the first object (RB) can be extended,or the first object (RB) can be move away from the enemy object.

In another embodiment of the present invention, the first determiningmeans determines whether or not the input acceptable condition issatisfied on the basis of the first action relation data and secondaction relation data of a second object different from the first object.More specifically, the first determining means (42, S39) determineswhether or not the input acceptable condition is satisfied on the basisof the first action relation data and second action relation data of asecond object (DF) different from the first object (RB). For example, ina case that the position indicative of the first action relation dataand the position indicative of the second action data satisfy apredetermined relationship, it is determined that the input acceptablecondition is satisfied. Thus, the player can operate the object at aright timing.

In a further embodiment of the present invention, the game situationdata includes the second action relation data. More specifically, thegame situation data includes the second action relation data. That is,according to the player's operation, a positional relationship with thesecond object (DF) and the action of the second object (DF) can bechanged. That is, according to the player's operation, the position andaction of another object as well as those of the object operated by theplayer can be changed, and therefore, it is possible to enjoy acomplicated game progress with a simple operation.

In one aspect of the present invention, the game apparatus comprises agame image displaying means for displaying a game image including thesecond object, and the operation input detecting means detects anoperation input for coordinate instruction to the game image. Morespecifically, a game image displaying means (14, 42, S57, S59) displaysa game image (120) including the second object (DF). The operation inputdetecting means (42, S23, S61) detects an operation input for coordinateinstruction to the game image (120). Thus, the operation input is asimple operation, such as a coordinate instruction, and therefore, it ispossible to enjoy playing the game with a simple operation.

In one embodiment of the present invention, the game image displayingmeans displays a mark image so as to be combined with the game image,the operation input detecting means detects an operation input forcoordinate instruction to the mark image, and the game situation datachanging means changes the game situation data depending on success orfailure of the operation input for coordinate instruction to the markimage. More specifically, the game image displaying means (14, 42, S57,S59) displays a mark image (124) so as to be combined with the gameimage. The operation input detecting means (42, S23, S61) detects anoperation input for coordinate instruction to the mark image (124). Thatis, the player instructs the coordinate by taking the mark image (124)as a target. The game situation data changing means (42, S69, S79, S81,S83) changes the game situation data depending on right and wrong of theoperation input for coordinate instruction to the mark image (124). Forexample, when the center of the mark image (124) is instructed, a highscore is added, or the object is moved to an advantageous position forthe player. Furthermore, when a position of the mark image (124) awayfrom the center thereof is instructed, or when the mark image (124) isnot instructed, the score is subtracted or takes a disadvantageousaction for the player. Thus, a mark, such as mark image is displayed toallow the player an easy operation. Additionally, depending on whetherright and wrong of the coordinate instruction, a game condition can bechanged, and therefore, the player can enjoy playing the game with asimple operation.

In another embodiment of the present invention, the game situationchanging means executes a mini game on the basis of the operation inputdetected by the operation input detecting means, and changes gamesituation data according to the result of the mini game. Morespecifically, the game situation changing means (42, S69, S79, S81, S83)executes a mini game on the basis of the operation input detected by theoperation input detecting means (42, S23, S61), and changes gamesituation data according to the result of the mini game. That is, a gameresult of the mini game can be reflected on the game situation inaddition to drafting a strategy, capable of preventing the game frombeing monotonous.

The other embodiment of the present invention further comprises a secondobject controlling means for changing the first action relation datawhen the mini game is executed, and a second determining means fordetermining whether or not the first action relation data satisfies theend condition of the mini game when the mini game is executed by themini game executing means, and the first determining means determinesthat the operation input acceptable condition is not satisfied when theend condition of the mini game is satisfied by the second determiningmeans. More specifically, a second object controlling means (42, S71,S73, S75, S79, S81, S83) changes the first action relation data when themini game is executed. A second determining means (42, S65, S67)determines whether or not the first action relation data satisfies theend condition of the mini game when the mini game is executed. A firstdetermining means (42, S39) determines that the operation inputacceptable condition is not satisfied when the end condition of the minigame is satisfied by the second determining means (42, S65, S67). Thatis, the detection of the operation input for coordinate instruction isended. Thus, the position and action of the object are changed evenduring execution of a mini game, and the operation input for coordinateinstruction can be made until the end of the mini game.

In a further embodiment of the present invention, the operation inputdetecting means detects the operation input only from a time when it isdetermined that the operation input acceptable condition is satisfied bythe first determining means to a time when it is determined that apredetermined condition is satisfied. More specifically, the operationinput detecting means (42, S23, S61) detects the operation input onlyfrom a time when it is determined that the operation input acceptablecondition is satisfied by the first determining means (42, S39) (“YES”in S39) to a time when it is determined that a predetermined conditionis satisfied (“YES” in S65, “YES” in S67). Thus, it is possible to makean operation input only during the time determined by the positionalrelationship between the objects.

A seventh game apparatus according to the present invention comprises afirst game image displaying means for displaying a first game image asto a first range in a virtual game world, a second game image displayingmeans for displaying a second game image as to a second range narrowerthan the first range in the virtual game world, a determining means fordetermining whether or not a positional relationship between a firstobject and a second object displayed on the first game image satisfies apredetermined condition, and a camera setting means for setting aposition and a direction of a virtual camera to display the second gameimage on the basis of the first object position and the second objectposition which are displayed on the first game image when thedetermination result by the determining means is affirmative.

More specifically, a first game image displaying means (12) displays afirst game image (100) as to a first range in a virtual game world. Asecond game image displaying means (14) displays a second game image(120) as to a second range narrower than the first range in the virtualgame world. A determining means (42, S39) determines whether or not apositional relationship between a first object (RB) and a second object(DF) displayed on the first game image (100) satisfies a predeterminedcondition. Except for the above description, the invention is the sameas the invention of the first game apparatus, and therefore, aduplicated description is omitted.

In this invention also, similarly to the invention of the first gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A eighth game apparatus according to the present invention comprises agame image generating means for generating a game image including atleast an object image on the basis of a three-dimensional coordinate ofthe object in the virtual game world, a mark coordinate calculatingmeans for calculating a two-dimensional coordinate to combine a markimage with the game image on the basis of the three-dimensionalcoordinate of the object, a combining means for combining the mark imagewith the game image generated by the game image generating means in thetwo-dimensional coordinate calculated by the mark coordinate calculatingmeans, an operation input detecting means for detecting an operationinput from a player, and a game processing means for performingdifferent game processes depending on whether or not the positionindicated by the operation input detected by at least the operationinput detecting means is on the mark image.

More specifically, the game apparatus (10) comprises a game imagegenerating means (42, S57), a mark coordinate calculating means (42,S201, S203, S205), a combining means (42, S213), an operation inputdetecting means (42, S23, S61), and a game processing means (42,S63-S87). The game image generating means (42, S57) generates a gameimage including at least an object image on the basis of athree-dimensional coordinate of the object (DF) in the virtual gameworld. The mark coordinate calculating means (42, S201, S203, S205)calculates a two-dimensional coordinate to combine a mark image (124)with the game image on the basis of the three-dimensional coordinate ofthe object. The combining means (42, S213) combines the mark image (124)with the game image generated by the game image generating means (42,S57) in the two-dimensional coordinate calculated by the mark coordinatecalculating means (42, S201, S203, S205). The operation input detectingmeans (42, S23, S61) detects an operation input from a player. The gameprocessing means (42, S63-S87) performs different game processesdepending on whether or not the position indicated by the operationinput detected by at least the operation input detecting means (42, S23,S61) is on the mark image (124).

According to the present invention, a mark, such as mark image isdisplayed so as to be combined with the game image to allow the playerto easily perform an operation input, such as coordinate instruction.Furthermore, the game processing depending on an operation input to themark image is performed, and therefore, the player can enjoy playing thegame with a simple operation.

A ninth game apparatus according to the present invention comprises agame image generating means, a calculation means, a screen coordinatetransforming means, a region setting means, a mark image displaycontrolling means, a coordinate input means, and a game processingmeans. The game image generating means generates a game image includingat least an object image by shooting a virtual game world with a virtualcamera, and displays it on a display portion. The calculation meanscalculates a new three-dimensional coordinate by performing apredetermined arithmetic process on the basis of the three-dimensionalcoordinate of the object in the virtual game world. The screencoordinate transforming means transforms the new three-dimensionalcoordinate calculated by the calculation means to a screen coordinate.The region setting means sets a region on the display portion taking thescreen coordinate transformed by the screen coordinate transformingmeans as a reference. The mark image display controlling means combinesa mark image corresponding to the region set by the region setting meanswith the game image, and displays it on the display portion. Thecoordinate input means makes a player input coordinates on the display.The game processing means performs a predetermined game process bycomparing the coordinate input by the coordinate input means and theregion set by the region setting means.

More specifically, a game apparatus (10) comprises a game imagegenerating means (42, S57), a calculation means (42), a screencoordinate transforming means (42), a region setting means (42, S201,S203), a mark image display controlling means (42, S213), a coordinateinput means (22, 42, S61), and a game processing means (42, S63-S87).The game image generating means (42, S57) generates a game image (120)including at least an object image (RB, DF) by shooting a virtual gameworld with a virtual camera, and displays it on a display (14) portion.The calculation means (42) calculates a new three-dimensional coordinateby performing a predetermined arithmetic process on the basis of thethree-dimensional coordinate of the object (RB, DF) in the virtual gameworld. The screen coordinate transforming means (42) transforms the newthree-dimensional coordinate calculated by the calculation means (42) toa screen coordinate. The region setting means (42, S201, S203) sets aregion on the display portion (14) taking the screen coordinatetransformed by the screen coordinate transforming means (42) as areference. The mark image display controlling means (42, S213) combinesa mark image (124) corresponding to the region set by the region settingmeans (42, S201, S203) with the game image (120) and displays it on thedisplay portion (14). The coordinate input means (22, 42) makes a playerinput coordinates on the display portion (14). The game processing means(42, S63-S87) performs a predetermined game process by comparing thecoordinate input by the coordinate input means (22, 42, S61) and theregion set by the region setting means (42, S201, S203).

According to the present invention, a mark, such as a mark image isdisplayed on the set region, and this makes it possible for the playerto know the region to be operated.

A tenth game apparatus according to the present invention comprises agame image generating means, a coordinate determining means, a regionsetting means, a display controlling means, a coordinate input means,and a game processing means. The game image generating means generates agame image to be displayed on a display portion by shooting a virtualgame world with a virtual camera. The coordinate determining meansdetermines a coordinate on the display portion on the basis ofthree-dimensional coordinates of a plurality of objects in the virtualgame world. The region setting means sets a region on the displayportion by taking the coordinate determined by the coordinatedetermining means as a reference. The mark image display controllingmeans combines a mark image corresponding to the region set by theregion setting means with the game image, and displays it on the displayportion. The coordinate input means makes a player input coordinates onthe display portion. The game processing means performs a predeterminedgame processing by comparing the coordinate input by the coordinateinput means and the region set by the region setting means.

More specifically, the invention is the same as the ninth game apparatusexcept for that the region is set on the basis of the three-dimensionalcoordinates of the plurality of objects by the coordinate determiningmeans (42, S201, S203).

In this invention also, similarly to the invention of the ninth gameapparatus, the player can easily know the region to be operated.

A first storage medium storing a game program according to the presentinvention stores a game program. The game program causes a processor ofa game apparatus to function as an object arranging means for arranginga first object and a second object in a first virtual game world, andperforming a movement control on at least one of the first object andthe second object, a first game image display controlling means forgenerating a game image panoramically or planarly representing the firstvirtual game world on the basis of an arrangement state by the objectarranging means, and displaying it on a first display portion, adetermining means for determining whether or not a positionalrelationship between the first object and the second object satisfies apredetermined condition in the first virtual game world, and a secondgame image display controlling means for, when the determination resultby the determining means is affirmative, setting a virtual camera in athree-dimensional second virtual game world on the basis of at least oneof a first object position and a second object position in the firstvirtual game world, arranging at least one of the first object and thesecond object in the second virtual game world, generating a game imageby shooting the second virtual game world with the virtual camera insuch a manner as to include at least one of the first object and thesecond object which are arranged, and displaying it on a second displayportion.

In this invention also, similarly to the invention of the first gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A second storage medium storing a game program according to the presentinvention stores a game program. The game program causes a processor ofthe game apparatus to function as an object arranging means forarranging a first object and a second object in a two-dimensionalvirtual game world, and performing a movement control on at least one ofthe first object and the second object, a first game image displaycontrolling means for generating a game image representing thetwo-dimensional virtual game world on the basis of an arrangement stateby the object arranging means, and displaying it on a first displayportion, a determining means for determining whether or not a positionalrelationship between the first object and the second object satisfies apredetermined condition in the two-dimensional virtual game world, and asecond game image display controlling means for, when the determinationresult by the determining means is affirmative, setting a virtual camerain a three-dimensional virtual game world on the basis of at least oneof a first object position and a second object position in the secondvirtual game world, arranging at least one of the first object and thesecond object in the three-dimensional virtual game world, generating agame image by shooting the three-dimensional virtual game world with thevirtual camera in such a manner as to include at least one of the firstobject and the second object which are arranged, and displaying it on asecond display portion.

In this invention also, similarly to the invention of the second gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A third storage medium storing a game program according to the presentinvention stored a game program. The game program causes a processor ofa game apparatus to function as an object arranging means for arranginga first object and a second object in a three-dimensional virtual gameworld, and performing a movement control on at least one of the firstobject and the second object, a first game image display controllingmeans for generating a game image shot by a virtual camera which isdirected to a fixed direction on the basis of the arrangement state bythe object arranging means and shoots the three-dimensional virtual gameworld including at least one of the first object and the second object,and displaying it on a first display portion, a determining means fordetermining whether or not a positional relationship between the firstobject and the second object satisfies a predetermined condition in thethree-dimensional virtual game world, and a second game image displaycontrolling means for, when the determination result by the determiningmeans is affirmative, setting a virtual camera on the basis of at leastone of the first object position and the second object position in thethree-dimensional virtual game world, generating a game image byshooting the three-dimensional virtual game world with the virtualcamera, and displaying it on a second display portion.

In this invention also, similarly to the invention of the third gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A fourth storage medium storing a game program according to the presentinvention stores a game program. The game program causes a processor ofa game apparatus to function as an object arranging means for arranginga first object and a second object in a three-dimensional virtual gameworld, and performing a movement control on at least one of the firstobject and the second object, a first game image display controllingmeans for generating a game image obtained by panoramically or planarlyshooting the three-dimensional virtual game world with the virtualcamera on the basis of an arrangement state by the object arrangingmeans, and displaying it on a first display portion, a determining meansfor determining whether or not a positional relationship between thefirst object and the second object satisfies a predetermined conditionin the three-dimensional virtual game world, and a second game imagedisplay controlling means for, when the determination result by thedetermining means is affirmative, setting the virtual camera on thebasis of the first object position and the second object position in thethree-dimensional virtual game world, generating a game image byshooting the three-dimensional virtual game world with the virtualcamera, and displaying it on a second display portion.

In this invention also, similarly to the invention of the fourth gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A fifth storage medium storing a game program according to the presentinvention stores a game program. The game program causes a processor ofa game apparatus to execute a determining step for determining whetheror not a positional relationship between a first object and a secondobject in a two-dimensional coordinate system satisfies a predeterminedcondition, and a camera setting step for setting a virtual camera to bearranged in a three-dimensional virtual game world on the basis of thefirst object position and the second object position when thedetermination result by the determining step is affirmative.

In this invention also, similarly to the invention of the fifth gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A sixth storage medium storing a game program according to the presentinvention stores a game program. The game program causes a processor ofa game apparatus to function as an operation input detecting means fordetecting an operation input by a player, an object controlling meansfor changing action relation data relating to a first object on thebasis of the operation input detected by the operation input detectingmeans, a determining means for determining whether or not the operationinput acceptable condition is satisfied in relation to the actionrelation data, and a game situation changing means for changing gamesituation data indicative of a game situation on the basis of theoperation input detected by the operation input detecting means when itis determined that the input acceptable condition is satisfied by thedetermining means.

In this invention also, similarly to the invention of the sixth gameapparatus, the player can participate in the game play at an appropriatetiming.

A seventh storage medium storing a game program according to the presentinvention stores a game program of a game apparatus having a first gameimage displaying means for displaying a first game image as to a firstrange in a virtual game world and a second game image displaying meansfor displaying a second game image as to a second range narrower thanthe first range in the virtual game world. The game program causes aprocessor of a game apparatus to execute a determining step fordetermining whether or not a positional relationship between a firstobject and a second object displayed on the first game image satisfies apredetermined condition, and a camera setting step for setting aposition and a direction of a virtual camera to display the second gameimage on the basis of the first object position and the second objectposition which are displayed on the first game image when thedetermination result by the determining step is affirmative.

In this invention also, similarly to the invention of the seventh gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A eighth storage medium storing a game program according to the presentinvention causes a processor of a game apparatus to function as a gameimage generating means for generating a game image including at least anobject image on the basis of a three-dimensional coordinate of theobject in a virtual game world, a mark coordinate calculating means forcalculating a two-dimensional coordinate to combine a mark image withthe game image on the basis of the three-dimensional coordinate of theobject, a combining means for combining the mark image with the gameimage generated by the game image generating means in thetwo-dimensional coordinate calculated by the mark coordinate calculatingmeans, an operation input detecting means for detecting an operationinput from a player, and a game processing means for performingdifferent game processes depending on whether or not the positionindicated by the operation input detected by at least the operationinput detecting means is on the mark image.

In this invention also, similarly to the invention of the eighth gameapparatus, it is possible to enjoy playing the game with a simpleoperation.

A ninth storage medium storing a game program according to the presentinvention stores a game program. The game program causes a processor ofa game apparatus to function as a game image generating means forgenerating a game image including at least an object image by shooting avirtual game world with a virtual camera, and displaying it on a displayportion, a calculation means for calculating a new three-dimensionalcoordinate by performing a predetermined arithmetic process on the basisof the three-dimensional coordinate of the object in the virtual gameworld, a screen coordinate transforming means for transforming the newthree-dimensional coordinate calculated by the calculation means to ascreen coordinate, a region setting means for setting a region on thedisplay taking the screen coordinate transformed by the screencoordinate transforming means as a reference, a mark image displaycontrolling means for combining a mark image corresponding to the regionset by the region setting means with the game image, and displaying iton the display portion, a coordinate input means for making a playerinput coordinates on the display portion, and a game processing meansfor performing a predetermined game process by comparing the coordinateinput by the coordinate input means and the region set by the regionsetting means.

In this invention also, similarly to the invention of the ninth gameapparatus, the player can easily know the region to be operated.

A tenth storage medium storing a game program according to the presentinvention stores a game program. The game program causes a processor ofa game apparatus to function as a game image generating means forgenerating a game image to be displayed on a display portion by shootinga virtual game world with a virtual camera, a coordinate determiningmeans for determining a coordinate on the display portion on the basisof three-dimensional coordinates of a plurality of objects in thevirtual game world, a region setting means for setting a region on thedisplay portion by taking the coordinate determined by the coordinatedetermining means as a reference, a mark image display controlling meansfor combining a mark image corresponding to the region set by the regionsetting means with the game image, and displaying it on the displayportion, a coordinate input means for making a player input coordinateson the display portion, and a game processing means for performing apredetermined game processing by comparing the coordinate input by thecoordinate input means and the region set by the region setting means.

In this invention also, similarly to the invention of the tenth gameapparatus, the player can easily know the region to be operated.

A first game controlling method according to the present inventionincludes following steps of (a) arranging a first object and a secondobject in a first virtual game world, and performing a movement controlon at least one of the first object and the second object, (b)generating a game image panoramically or planarly representing the firstvirtual game world on the basis of an arrangement state by the step (a),and displaying it on a first display portion, (c) determining whether ornot a positional relationship between the first object and the secondobject satisfies a predetermined condition in the first virtual gameworld, and (d) when the determination result by the step (c) isaffirmative, setting a virtual camera in a three-dimensional secondvirtual game world on the basis of at least one of a first objectposition and a second object position in the first virtual game world,arranging at least one of the first object and the second object in thesecond virtual game world, generating a game image by shooting thesecond virtual game world with the virtual camera in such a manner as toinclude at least one of the first object and the second object which arearranged, and displaying it on a second display portion.

In this invention also, similarly to the invention of the first gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A second game controlling method according to the present inventionincludes following steps of (a) arranging a first object and a secondobject in a two-dimensional virtual game world, and performing amovement control on at least one of the first object and the secondobject, (b) generating a game image representing the two-dimensionalvirtual game world on the basis of an arrangement state by the step (a),and displaying it on a first display portion, (c) determining whether ornot a positional relationship between the first object and the secondobject satisfies a predetermined condition in the two-dimensionalvirtual game world, and (d) when the determination result by the step(c) is affirmative, setting a virtual camera in a three-dimensionalvirtual game world on the basis of at least one of a first objectposition and a second object position in the second virtual game world,arranging at least one of the first object and the second object in thethree-dimensional virtual game world, generating a game image byshooting the three-dimensional virtual game world with the virtualcamera in such a manner as to include at least one of the first objectand the second object which are arranged, and displaying it on a seconddisplay portion.

In this invention also, similarly to the invention according to thesecond game apparatus, it is possible to appropriately display the gamescreen according to the game situations.

A third game controlling method according to the present inventionincludes following steps of (a) arranging a first object and a secondobject in a three-dimensional virtual game world, and performing amovement control on at least one of the first object and the secondobject, (b) generating a game image shot by a virtual camera which isdirected to a fixed direction on the basis of the arrangement state bythe step (a), and shoots the three-dimensional virtual game worldincluding at least one of the first object and the second object, anddisplaying it on a first display portion, (c) determining whether or nota positional relationship between the first object and the second objectsatisfies a predetermined condition in the three-dimensional virtualgame world, and (d) when the determination result by the step (c) isaffirmative, setting a virtual camera on the basis of at least one ofthe first object position and the second object position in thethree-dimensional virtual game world, generating a game image byshooting the three-dimensional virtual game world with the virtualcamera, and displaying it on a second display portion.

In this invention also, similarly to the invention of the third gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A fourth game controlling method according to the present inventionincludes following steps of (a) arranging a first object and a secondobject in a three-dimensional virtual game world, and performing amovement control on at least one of the first object and the secondobject, (b) generating a game image obtained by panoramically orplanarly shooting the three-dimensional virtual game world with thevirtual camera on the basis of an arrangement state by the step (a) anddisplaying it on a first display portion, (c) determining whether or nota positional relationship between the first object and the second objectsatisfies a predetermined condition in the three-dimensional virtualgame world, and (d) when the determination result by the step (c) isaffirmative, setting the virtual camera on the basis of the first objectposition and the second object position in the three-dimensional virtualgame world, generating a game image by shooting the three-dimensionalvirtual game world with the virtual camera, and displaying it on asecond display portion.

In this invention also, similarly to the invention of the fourth gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A fifth game controlling method according to the present inventionincludes following steps of (a) determining whether or not a positionalrelationship between a first object and a second object in atwo-dimensional coordinate system satisfies a predetermined condition,and (b) setting a virtual camera to be arranged in a three-dimensionalvirtual game world on the basis of the first object position and thesecond object position when the determination result by the step (a) isaffirmative.

In this invention also, similarly to the invention of the fifth gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A sixth game controlling method according to the present inventionincludes following steps of (a) detecting an operation input by aplayer, (b) changing action relation data relating to an object on thebasis of the operation input detected by the step (a), (c) determiningwhether or not the operation input acceptable condition is satisfied inrelation to the first action relation data, and (d) changing gamesituation data indicative of a game situation on the basis of theoperation input detected by the step (a) when it is determined that theinput acceptable condition is satisfied by the step (c).

In this invention also, similarly to the invention of the sixth gameapparatus, the player can participate in the game play at an appropriatetiming.

A seventh game controlling method according to the present invention isa game controlling method of a game apparatus having a first game imagedisplaying means for displaying a first game image as to a first rangein a virtual game world and a second game image displaying means fordisplaying a second game image as to a second range narrower than thefirst range in the virtual game world, and includes following steps of(a) determining whether or not a positional relationship between a firstobject and a second object displayed on the first game image satisfies apredetermined condition, and (b) setting a position and a direction of avirtual camera to display the second game image on the basis of thefirst object position and the second object position which are displayedon the first game image when the determination result by the step (a) isaffirmative.

In this invention also, similarly to the invention of the seventh gameapparatus, it is possible to appropriately display the game screenaccording to the game situations.

A eighth game controlling method according to the present inventionincludes following steps of (a) generating a game image including atleast an object image on the basis of a three-dimensional coordinate ofthe object in a virtual game world, (b) calculating a two-dimensionalcoordinate to combine a mark image with the game image on the basis ofthe three-dimensional coordinate of the object, (c) combining the markimage with the game image generated by the step (a) in thetwo-dimensional coordinate calculated by the step (b), (d) detecting anoperation input from a player, and (e) performing different gameprocesses depending on whether or not the position indicated by theoperation input detected by at least the step (d) is on the mark image.

In this invention also, similarly to the invention of the eight gameapparatus, it is possible to enjoy playing the game with a simpleoperation.

A ninth game controlling method according to the present inventionincludes following steps of (a) generating a game image including atleast an object image by shooting a virtual game world with a virtualcamera, and displaying it on a display portion, (b) calculating a newthree-dimensional coordinate by performing a predetermined arithmeticprocess on the basis of the three-dimensional coordinate of the objectin the virtual game world, (c) transforming the new three-dimensionalcoordinate calculated by the step (b) to a screen coordinate, (d)setting a region on the display by taking the screen coordinatetransformed by the step (c) as a reference, (e) combining a mark imagecorresponding to the region set by the step (d) with the game image, anddisplaying it on the display portion, (f) making a player inputcoordinates on the display portion, and (g) performing a predeterminedgame process by comparing the coordinate input by the step (f) and theregion set by the step (d).

In this invention also, similarly to the invention of the ninth gameapparatus, the player can easily know a region to be operated.

A tenth game controlling method according to the present inventionincludes following steps of (a) generating a game image to be displayedon a display portion by shooting a virtual game world with a virtualcamera, (b) determining a coordinate on the display portion on the basisof three-dimensional coordinates of a plurality of objects in thevirtual game world, (c) setting a region on the display by taking thecoordinate determined by the step (b) as a reference, (d) combining amark image corresponding to the region set by the step (c) with the gameimage, and displaying it on the display portion, (e) making a playerinput coordinates on the display portion, and (f) performing apredetermined game processing by comparing the coordinate input by thestep (e) and the region set by the step (c).

In this invention also, similarly to the invention of the tenth gameapparatus, the player can know a region to be operated.

The above described objects and other objects, features, aspects andadvantages of the present invention will become more apparent from thefollowing detailed description of the present invention when taken inconjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an illustrative view showing one example of a game apparatusof the present invention;

FIG. 2 is a block diagram showing an electric configuration of the gameapparatus shown in FIG. 1;

FIG. 3 is an illustrative view showing one example of a game screen tobe displayed on each LCD provided on the game apparatus shown in FIG. 1;

FIG. 4 is an illustrative view showing another example of the gamescreen to be displayed on each LCD provided on the game apparatus shownin FIG. 1;

FIG. 5 is an illustrative view for illustrating an updating method of atwo-dimensional coordinate of an object when the game screen to bedisplayed on a first LCD is generated;

FIG. 6 is an illustrative view showing another example of the gamescreen to be displayed on each LCD provided on the game apparatus shownin FIG. 1;

FIG. 7 is an illustrative view showing the other example of the gamescreen to be displayed on each LCD provided on the game apparatus shownin FIG. 1;

FIG. 8 is an illustrative view showing the other example of the gamescreen to be displayed on a second LCD provided on the game apparatusshown in FIG. 1, and for showing a mark display method;

FIG. 9 is an illustrative view showing a memory map of a RAM shown inFIG. 2;

FIG. 10 is an illustrative view showing detail of a data storage areashown in FIG. 9;

FIG. 11 is an illustrative view showing camera setting data, animationdata, and model data stored in the data storage area shown in FIG. 10;

FIG. 12 is an illustrative view showing formation data, route data andtable data stored in the data storage area shown in FIG. 10;

FIG. 13 is an illustrative view showing encounter arrangement data andmark displacement data stored in the data storage area shown in FIG. 10;

FIG. 14 is a flowchart showing a part of an offensive process of the CPUcore 42 shown in FIG. 2;

FIG. 15 is a flowchart showing another part of the offensive process ofthe CPU core 42 shown in FIG. 2, and continued from FIG. 14;

FIG. 16 is a flowchart showing the other part of the offensive processof the CPU core 42 shown in FIG. 2, and continued from FIG. 14 and FIG.15;

FIG. 17 is a flowchart showing a further part of the offensive processof the CPU core 42 shown in FIG. 2, and continued from FIG. 16;

FIG. 18 is a flowchart showing another part of the offensive process ofthe CPU core 42 shown in FIG. 2, and continued from FIG. 17;

FIG. 19 is a flowchart showing the other part of the offensive processof the CPU core 42 shown in FIG. 2, and continued from FIG. 18; and

FIG. 20 is a flowchart showing a mark displaying process of the CPU coreshown in FIG. 2.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Referring to FIG. 1, a game apparatus 10 as one embodiment of thepresent invention includes a first liquid crystal display (LCD) 12 and asecond LCD 14. The LCD 12 and the LCD 14 are provided on a housing 16 soas to be arranged in a predetermined position in the housing. In thisembodiment, the housing 16 comprises an upper housing 16 a and a lowerhousing 16 b, and the LCD 12 is provided on the upper housing 16 a whilethe LCD 14 is provided on the lower housing 16 b. Accordingly, the LCD12 and the LCD 14 are closely arranged so as to be longitudinally(vertically) parallel with each other.

It should be noted that although the LCD is utilized as a display inthis embodiment, an EL (Electronic Luminescence) display and a plasmadisplay may be used in place of the LCD.

As can be understood from FIG. 1, the upper housing 16 a has a planeshape little larger than a plane shape of the LCD 12, and has an openingformed so as to expose a display surface of the LCD 12 from one mainsurface thereof. On the other hand, the lower housing 16 b has a planeshape horizontally longer than the upper housing 16 a, and has anopening formed so as to expose a display surface of the LCD 14 at anapproximately center of the horizontal direction. Then, on the lowerhousing 16 b, a sound emission hole 18 is formed, and operating switches20 (20 a, 20 b, 20 c, 20 d, 20 e, 20L and 20R) are provided.

In addition, the upper housing 16 a and the lower housing 16 b arerotatably connected at a lower side (lower edge) of the upper housing 16a and a part of an upper side (upper edge) of the lower housing 16 b.Accordingly, in a case of not playing a game, for example, if the upperhousing 16 a is rotatably folded such that the display surface of theLCD 12 and the display surface of the LCD 14 are face to face with eachother, it is possible to prevent the display surface of the LCD 12 andthe display surface of the LCD 14 from being damaged such as a flaw,etc. It should be noted that the upper housing 16 a and the lowerhousing 16 b are not necessarily rotatably connected with each other,and may alternatively be provided integrally (fixedly) to form thehousing 16.

The operating switch 20 includes a direction instructing switch (crossswitch) 20 a, a start switch 20 b, a select switch 20 c, an actionswitch (A button) 20 d, an action switch (B button) 20 e, an actionswitch (L button) 22L, and an action switch (R button) 22R. The switch20 a, 20 b, and 20 c are arranged at the left of the LCD 14 on onesurface of the lower housing 16 b. Other switches 20 d and 20 e arearranged at the right of the LCD 14 on the one surface of the lowerhousing 16 b. In addition, the switch 20L and the switch 20R arearranged at the right and left corners sandwiching the connected portionwith the upper housing 16 a on a part of the upper side surface (topsurface) of the lower housing 16 b.

The direction instructing switch 20 a functions as a digital joystick,and is utilized for instructing a moving direction of a player character(or player object) to be operated by a game player and instructing amoving direction of a cursor, and so forth by operating any one of fourdepression portions. Also, the start switch 20 b is formed by a pushbutton, and is utilized for starting (restarting), temporarily stopping(pausing) a game, and so forth. The select switch 20 c is formed by thepush button, and utilized for a game mode selection, etc.

The action switch 20 d, that is, the A button is formed by the pushbutton, and allows the player character to perform an arbitrary action,except for instructing the direction, such as hitting (punching),throwing, holding (obtaining), riding, jumping, etc. For example, in anaction game, it is possible to apply an instruction of jumping,punching, moving arms, etc. In a role-playing game (RPG) and asimulation RPG, it is possible to apply an instruction of obtaining anitem, selecting and determining arms or command, etc. The action switch20 e, that is, the B button is formed by the push button, and isutilized for changing a game mode selected by the select switch 20 c,canceling an action determined by the A button 20 d, and so forth.

The action switch (left depression button) 20L and the action switch(right depression button) 20R are formed by the push button, and theleft depression button (L button) 20L and the right depression button (Rbutton) 20R can perform the same operation as the A button 20 d and theB button 20 e, and also function as a subsidiary of the A button 20 dand the B button 20 e.

Also, on a top surface of the LCD 14, a touch panel 22 is provided. Asthe touch panel 22, any one of kinds of a resistance film system, anoptical system (infrared rays system) and an electrostatic capacitivecoupling system, for example, can be utilized. In response to anoperation by depressing, stroking, touching, and so forth with a stick24, a pen (stylus pen), or a finger (hereinafter, referred to as “stickor the like 24”) on a top surface (detection surface) of the touch panel22, the touch panel 22 detects a coordinates of an operated position ofthe stick or the like 24 to output coordinates data corresponding to thedetected coordinates.

In this embodiment, a resolution of the display surface of the LCD 14(the same is true for the LCD 12) is 256 dots×192 dots, and a detectionaccuracy of the detection surface of the touch panel 22 is also rendered256 dots×192 dots in correspondence to the resolution of the displaysurface. However, the detection accuracy of the detection surface of thetouch panel 22 may be lower than the resolution of the display surfaceof the LCD 14, or higher than it.

It should be noted that a description below is made as to the detectedcoordinate of the touch panel 22 by taking the upper left corner as theoriginal point (0, 0), the right horizontal direction as the positive orplus direction of the X-axis, and the downward vertical direction as thepositive direction of the Y-axis (as with a case of the coordinatessystem of the LCD). Furthermore, as to the three-dimensional virtualgame space (virtual game world), the X-Y coordinate is in the horizontalplane, and the Z axis is in the vertical direction to the horizontalplane.

Different game images (game screens) can be displayed on the LCD 12 andthe LCD 14. For example, on one of the LCD (LCD 12, for example), a gamescreen for playing the game is displayed, and on the other LCD (LCD 14,for example), a game screen (operation screen) for inputting text foroperating the game, and instructing icons can be displayed. Accordingly,the game player can input the textual (command) or instruct the icons(or predetermined images) on the screen of the LCD 14 by operating thetouch panel 22 with the stick or the like 24.

Thus, the game apparatus 10 has the LCD 12 and the LCD 14 as a displayportion of two screens, and by providing the touch panel 22 on an uppersurface of any one of them (LCD 14 in this embodiment), the gameapparatus 10 has the two screens (12, 14) and the operating portions(20, 22) of two systems.

Also, in this embodiment, the stick 24 can be housed in the housingportion (housing slot) 26 provided in the proximity to the side surface(right side surface) of the upper housing 16 a, for example, and takenout as necessary. However, if the stick 24 is not provided, the housingportion 26 also needs not to be provided.

Furthermore, the game apparatus 10 includes a memory card (or gamecartridge) 28. The memory card 28 is detachable, and inserted into aloading slot 30 provided on a rear surface or a lower edge (bottomsurface) of the lower housing 16 b. Although omitted in FIG. 1, aconnector 46 (see FIG. 2) is provided at a depth portion of the loadingslot 30 for connecting a connector (not shown) provided at an endportion of the memory card 28 in the loading direction, and when thememory card 28 is loaded into the loading slot 30, the connectors areconnected with each other to allow a CPU core 42 (see FIG. 2) of thegame apparatus 10 to become accessible to the memory card 28.

Although not illustrated in FIG. 1, the speaker 32 (see FIG. 2) isprovided at a position corresponding to the sound emission hole 18inside the lower housing 16 b.

Furthermore although omitted in FIG. 1, a battery accommodating box isprovided on a rear surface of the lower housing 16 b, for example, and apower switch, a volume switch, an external expansion connector, anearphone jack, etc. are provided on a bottom surface of the lowerhousing 16 b.

FIG. 2 is a block diagram showing an electrical configuration of thegame apparatus 10. Referring to FIG. 2, the game apparatus 10 includesan electronic circuit board 40, and on the electronic circuit board 40,a circuit component such as a CPU core 42, etc. is mounted. The CPU core42 is connected to the above-described connector 46 via a bus 44, and isconnected with a RAM 48, a first graphics processing unit (GPU) 50, asecond GPU 52, an input-output interface circuit (hereinafter, referredto as “I/F circuit”) 54, and an LCD controller 60.

The connector 46 is detachably connected with the memory card 28 asdescribed above. The memory card 28 includes a ROM 28 a and a RAM 28 b,and although illustration is omitted, the ROM 28 a and the RAM 28 b areconnected with each other via a bus and also connected with a connector(not shown) to be connected with the connector 46. Accordingly, the CPUcore 42 gains access to the ROM 28 a and the RAM 28 b as describedabove.

The ROM 28 a stores in advance a game program for a game (virtual game)to be executed by the game apparatus 10, image data (character image,background image, item image, icon (button) image, message image, etc.),data of the sound (music) necessary for the game (sound data), etc. TheRAM (backup RAM) 28 b stores (saves) proceeding data of the game, resultdata of the game.

The RAM 48 is utilized as a buffer memory or a working memory. That is,the CPU core 42 loads the game program, the image data, the sound data,etc. stored in the ROM 28 a of the memory card 28 into the RAM 48, andexecutes the loaded game program. Furthermore, the CPU core 42 executesa game process while storing data (game data, flag data) temporarilygenerated in correspondence with a progress of the game in the RAM 48.

Additionally, the game program, the image data, the sound data, etc. arestored (loaded) from the ROM 28 a entirely at a time, or partially andsequentially so as to be stored into the RAM 48.

Each of the GPU 50 and the GPU 52 forms a part of a rendering means, isconstructed by, for example, a single chip ASIC, and receives a graphicscommand from the CPU core 42 to generate game image data according tothe graphics command. It should be noted that the CPU core 42 applies animage generation program (included in the game program) required togenerate the game image data to both of the CPU 50 and GPU 52 inaddition to the graphics command.

Furthermore, the GPU 50 is connected with a first video RAM (hereinafterreferred to as “VRAM”) 56, and the GPU 52 is connected with a secondVRAM 58. The GPU 50 and the GPU 52 respectively access the first VRAM 56and the second VRAM 58 to obtain necessary data (image data: characterdata, texture data, etc.) necessary for executing the graphics command.Also, the CPU core 42 writes image data necessary for rendering to thefirst VRAM 56 and the second VRAM 58 via the GPU 50 and the GPU 52. TheGPU 50 accesses the VRAM 56 to create game image data for rendering, andthe GPU 52 accesses the VRAM 58 to create game image data for rendering.

The VRAM 56 and the VRAM 58 are connected to the LCD controller 60. TheLCD controller 60 includes a register 62, and the register 62 consistsof, for example, one bit, and stores a value of “0” or “1” (data value)according to an instruction from the CPU core 42. The LCD controller 60outputs the game image data created by the GPU 50 to the LCD 12, andoutputs the game image data created by the GPU 52 to the LCD 14 in acase that the data value of the register 62 is “0”. Also, the LCDcontroller 60 outputs the game image data created by the GPU 50 to theLCD 14, and outputs the game image data created by the GPU 52 to the LCD12 in a case that the data value of the register 62 is “1”.

Additionally, the LCD controller 60 directly reads the game image datafrom the VRAM 56 and the VRAM 58, or reads the image data from the VRAM56 and the VRAM 58 via the GPU 50 and the GPU 52.

Furthermore, in this embodiment, mainly, a two-dimensional still imageof a relatively wide range of the virtual game world and an explanationscreen for explaining an operation procedure to a game player aredisplayed on the LCD 12 (upper screen), and a three-dimensional motionimage (animation) as to a relatively narrow range of the virtual gameworld is displayed on the LCD 14 (lower screen).

The I/F circuit 54 is connected with the operating switch 20, the touchpanel 22, and the speakers 32. Here, the operating switch 20 is theabove-described switches 20 a, 20 b, 20 c, 20 d, 20 e, 20L and 20R, andin response to an operation of the operating switch 20, a correspondingoperation signal (operation data) is input to the CPU core 42 via theI/F circuit 54. Furthermore, the coordinates data output from the touchpanel 22 is input to the CPU core 42 via the I/F circuit 54. Inaddition, the CPU core 42 reads from the RAM 48 the sound data necessaryfor the game, such as a game music (BGM), a sound effect or voices of agame character (onomatopoeic sound), etc., and outputs it from thespeaker 32 via the I/F circuit 54.

In the game apparatus 10 of such a configuration, sports action games,such as an American football, for example, can be played. Althoughillustration is omitted, in a huddle (strategy) mode, a screen forselecting kinds of offence (running, passing, kicking (punting), etc.),and a running player (object) and passing player is displayed on the LCD14. Briefly speaking, on the screen, if a team operated by a game player(hereinafter, referred to as “own-team”) takes possession of the ball(the offence), a plurality of touch switches for representing the kindsof the offence are displayed, and the kind of offence is determineddepending on which touch switch is touched. Next, a plurality of touchswitches for representing players are displayed, and a game player isselected depending on which touch switch is touched. Similarly thereto,a formation of the own-team is selected. If the own-team does is thedefense, since a plurality of touch switches representing the kinds ofoffence are displayed, the player predicts which kind of offence isselected by the team operated by the opposition (another game player orcomputer (CPU core 42)) (hereinafter referred to as “opposing team”) andtouches any touch switch. Then, a plurality of touch switchesrepresenting players are displayed, and the player predicts which gameplayer is selected by the opposing team, and touches any touch switch.

On the other hand, in a case that the own-team is the offense, processesfor the offense prediction and the player prediction are performed inanother game apparatus 10′ (not illustrated) operated by another gameplayer as described above, or automatically performed by a computer atrandom or according to a predetermined algorithm. Also, in a case thatthe own-team is the defense, processes of determination of the offensekind and a player selection on the offensive team are performed inanother game apparatus 10′ (not illustrated) operated by another gameplayer as described above, or are automatically performed by a computerat random or according to a predetermined algorithm. As described later,depending on the coincidences between the contents of the kind ofoffense and the selecting player on the offense team and the contents ofthe offense prediction and the player prediction on the defense team,the contents of the encountering of the defense are determined. Here,the encountering means that the RB encounters the DF.

Thus, when the kind of the offence and the player are selected, or aprocess of the offense prediction and the player prediction on thedefensive team is performed, a set mode is set to display a game screen100 and a game screen 120 as shown in FIG. 3. Furthermore, althoughomitted in FIG. 3, the touch panel 22 is set on the LCD 14 as describedabove.

Briefly speaking, the game screen 100 simply displays a scrimmage statein a two-dimensional (2D) manner. More specifically, on the basis ofarrangement data (two-dimensional coordinate) of the two-dimensionalgame space by the formation data, an offensive formation of the team tobe operated by the game player (hereinafter referred to as “own-team”)and a defensive formation of the team to be operated by the opposition(another game player or computer (CPU core 42)) (hereinafter referred toas “opposing team”) are shown on opposite sides of a line of scrimmage.More specifically, the own-team is displayed in offensive formationbelow the line of scrimmage, and the opposing team is displayed in thedefensive formation above the line of scrimmage.

Furthermore, although the line of scrimmage is shown by the dotted linein FIG. 3, it needs not to be displayed on the actual game screen 100.

Also, in the FIG. 3 example, the T formation is shown as an offensiveformation, and the 4-3 formation is displayed as a defensive formation.However, in this embodiment, the formation of each team is determined inadvance as described later. Of course, the formation of each team can beselected from a plurality of options.

As can be understood from FIG. 3, in order to simplify an understanding,on the game screen 100 to be displayed on the LCD 12, the object of theown-team and the object of the opposing team are displayed by differentkinds of face images in this embodiment. Furthermore, on the game screen100, the game world of relatively wide range is displayed by taking theline of scrimmage as a reference. For example, the respective objectsarranged on the basis of the formation data described later can entirelybe displayed in the two-dimensional game world.

Also, on the game screen 120, a three-dimensional (3D) image (animation)when the scrimmage sate is viewed from a direction oblique and reward ofthe quarterback (QB) of the own-team is displayed. However, therespective objects are arranged in the three-dimensional game world onthe basis of the arrangement data in the two-dimensional game world.More specifically, a three-dimensional coordinate of each object iscalculated on the basis of a two-dimensional coordinate indicated by theformation data of each object (position). For example, the coordinate(z) in a heightwise direction according to a body height of each objectis added to the two-dimensional coordinate (x, y) of each object toobtain a three-dimensional coordinate (x, y, z) of each object. Now,here, the arrangement position (position coordinates) of the virtualcamera is determined in a direction oblique and reward of thethree-dimensional coordinate of the QB obtained described before, andthe direction of the virtual camera (center of interest) is determinedalong the line of sight of the QB (direction of opponent's goal verticalto the line of scrimmage).

However, the animation is not limited to that when being viewed from adirection oblique and reward of the QB, and the animation showing thatthe scrimmage state is panoramically viewed or that the scrimmage stateis viewed by the QB's line of sight may be appropriate. That is, aposition and a direction of the virtual camera need not to be limited.

Also, in the drawings, the game screen 120 (animation) is displayed by astill image at a certain point. Hereafter, this holds true fordisplaying an animation (motion image).

For example, when a process of making the QB call “Hut!” is performed inthe scrimmage state, the game player clicks (makes a touch-on or atouch-off in a relatively short period) the QB (another player isappropriate) at a desired timing to thereby start an offensive process.However, the voice of the QB may be output by a sound, may merely bedisplayed on the game screen 120 (or game screen 100) by a text display,or may be output through execution of both of them.

After the offensive process is started, in a case that the running isselected in the huddle mode, a two-dimensional coordinate(two-dimensional position) of each object is automatically updated atregular time intervals (one frame: screen updating rate) without gameplayer's operation, and a face image of each object is displayed on thegame screen 100 in the updated two-dimensional position as shown in FIG.4. That is, the face image of each object is displayed in a movingmanner. Furthermore, a suitable area in the game world is displayed. Forexample, in accordance with the movement of the RB, the surrounding areaof the RB is displayed (scroll-displayed). Accordingly, the game playercan know the condition of the current field, such as a changingarrangement state of the object on the game screen 100. However, in thisembodiment, as described later, the positions of the QB and the runningback (RB) are updated so as to move in the route determined in advanceaccording to the formation at first. On the other hand, the defense (DF)as an encounter (a DF who encounters the RB) described later movescloser to the RB. Furthermore, the position of the object on theoffensive line is updated so as to move to the nearest object on thedefensive line. Accordingly, on the game screen 100 shown in FIG. 4, astate in which the objects on the offensive line and the object on thedefensive line are bumped with each other is also displayed.

Noted, as can be understood from FIG. 4, in this embodiment, after therunning play is started, the objects except for the QB (omitted in FIG.4), the RB, the DF as an encounter, the object on the offensive line,and the other object on the defensive line (hereinafter referred to as“other object”) are not displayed on the game screen 100. Thus, thetwo-dimensional coordinate as to the object is not updated.

On the other hand, although illustration is omitted, after an elapse ofa fixed time period from the start of the offensive process, ananimation showing that the QB hands the ball to the RB, and the RBreceives the ball and then starts to run is displayed on the game screen120. Additionally, at this time, the above-described situation isdisplayed on the game screen 100 by the two-dimensional image. Then, asshown in FIG. 4, an image obtained by superposing an arrow image 122 onan animation image (motion image) showing that the RB is running isdisplayed as a game screen 120. Also, the arrow image 122 is a stillimage. Although detailed description will be omitted, the arrow image122 indicates a moving (running) direction of the RB on the game screen100 (field), and the game player can increase a moving speed of the RBin the game world by performing a scratch operation on the game screen120 (touch panel 22) in the direction. That is, it is possible toincrease a gain (gains yardage).

Also, in this embodiment, the arrow image 122 is displayed, and inresponse to a scratch operation thereon, the moving speed of the RB isincreased, but the operation, etc. may not be performed. In such a case,the arrow image 122 needs not to be displayed.

Next, when the RB moving according to route is closer to the range of afixed distance (fixed distance A, for example) from the line ofscrimmage, the DF to be encountered is arranged.

Additionally, the DF to be encountered at first is arranged when the RBis closer to the range of the fixed distance A from the line ofscrimmage, and another DF to be encountered next is arranged at thesecond time and the subsequent when the distance by which the RB movesin the game world after running through the DF as a previous encounterexceeds the fixed distance (fixed distance D, for example).

Additionally, although different characters are applied to the fixeddistance A and the fixed distance D for purposes of explanation, thesame value may be set, and different values may be set.

As shown in FIG. 4, for example, the DF to be encountered is placed inthe position corresponding to the direction of travel of the RB from thecurrent position of the RB, and near the exterior edge of the areadisplayed on the game screen 100 in the game world (the position outsidethe area and in contact with the area, the position outside the area andspaced a predetermined distance from the area, or the position withinthe area and in contact with the area). Accordingly, as shown in FIG. 5,in a case that the RB moves to the oblique upper right in the field, theDF to be encountered is arranged near the right corner of the exterioredge of the display area in the game world. That is, the DF to beencountered is arranged near the exterior edge of the display area onthe game screen 100 and in such a position as to halt the progress ofthe RB. Also, the DF to be encountered is selected out of the DFs (theobject except for the QB, the RB, the DF to be encountered, the objecton the offensive line and the object on the defensive line) which arenot displayed at a start of the offense (the linebacker (LB), thedefense back (DB), the cornerback (CB), safety (S), etc.) The selectionis performed according to priorities determined in advance, or selectedat random. Additionally, the DF which was arranged as an encounter andrun through by the RB once is not selected.

As can be understood from FIG. 5, the DF to be encountered is forciblyarranged in the position to be encountered irrespective of the currentposition in the game world. This is because that after start of therunning plays, the objects except for the QB, the RB, the offensiveline, and the defensive line are not displayed on the game screen 100,and the two-dimensional coordinate thereof are not also updated asdescribed above.

Additionally, in a case that the RB is set so as to move along the routedetermined in advance, or moves according to a predetermined algorithm,a prediction process of the moving destination of the RB is performed tothereby arrange the DF to be encountered in the predicted position.

As described in detail later, the number of encounterings and the numberof DFs to be encountered are determined when in the huddle mode, theoffense determines the offensive contents, and the defense predicts theoffensive contents in response thereto.

The DF to be encountered is thus arranged, and the two-dimensionalcoordinate of the object is further updated. That is, the RBautomatically runs upwardly on the game screen 100 according to thealgorithm determined in advance while the DF to be encountered runsdownwardly on the game screen 100 so as to be closer to the RB. Then, ascan be understood from the game screen 100 shown in FIG. 6, when theposition of the RB and the position of the DF to be encountered falls inthe range of a fixed distance (fixed distance B<the fixed distance A,here), an encounter mode is set.

In the encounter mode, a three-dimensional coordinate of each object iscalculated on the basis of a two-dimensional coordinate of each of theobject. A calculation method of the three-dimensional coordinate is thesame as that in the above-described set mode, but, in the encountermode, only the three-dimensional coordinates of the RB and the DF to beencountered (hereinafter referred to as “object relating to theencounter”) are calculated. That is, as described later, only the objectrelating to the encounter is arranged in the three-dimensional gameworld. When the three-dimensional coordinate of the object relating tothe encounter is calculated, the object relating to the encounter ismodeled in the three-dimensional coordinate. Also the position of thevirtual camera is set to the three-dimensional coordinate (position ofthe eyes) of the RB, and the direction of the virtual camera is furtherdetermined in the direction of the three-dimensional coordinate of theDF to be encountered. It should be noted that if a plurality of DFs tobe encountered exist, the direction of the virtual camera is determinedin such a direction as to be directed to a three-dimensional coordinateof one of DFs (the center thereof, for example), or to the averagethree-dimensional coordinate. Accordingly, as shown in FIG. 7, ananimation (three-dimensional image) showing that the DF to beencountered moves closer is displayed on the game screen 120.

Also, the direction of the virtual camera may be the direction (thevertical direction is fixed direction) in the three-dimensional gameworld corresponding to the moving direction of the RB in thetwo-dimensional game world, and in a case that the direction of the RBis set in the two-dimensional game world, may be the direction of thethree-dimensional game world corresponding to the direction.

Furthermore, in this embodiment, in order to simply display the DF to beencountered, the position of the virtual camera is determined on thebasis of the three-dimensional coordinate of the RB, and the directionof the camera is determined in such a direction as to view the DF to beencountered from the RB. However, the position and the direction of thevirtual camera need not to be limited thereto.

For example, it may be determined on the basis of the two-dimensionalcoordinate of the RB. Also, for example, the position of the virtualcamera may be determined on the basis of the three-dimensionalcoordinate (two-dimensional coordinate is possible) of the DF to beencountered (one or more DFs for a plurality of DFs). Or, the positionof the virtual camera can be determined on the basis of thethree-dimensional coordinate (two-dimensional coordinate is possible) ofthe RB and the DF to be encountered.

Additionally, the direction of the virtual camera can be set such thatboth of the RB and the DF to be encountered are displayed on the gamescreen 120. For example, the position of the virtual camera is setbehind the RB in such a direction as to shoot the RB and the DF to beencountered (face direction and the direction of travel of the RB). Inthis case, the subjective game image 120 of the RB is displayed. Also,the direction of the virtual camera can be set in a direction parallelwith the horizontal direction including the midpoint between the RB andthe DF to be encountered (middle point) and a direction from which thevirtual camera can shoot the RB and the DF to be encountered (directionvertical to the direction of the faces of the RB and the DF (in thedirection of travel)). In this case, a game screen 120 obtained byviewing a scene that the RB and the DF moves closer to and bumped witheach other from a side is displayed.

Also, on the game screen 120 shown in FIG. 7, a plurality of mark images124 are displayed. The display position of each of the mark images 124is calculated on the basis of the three-dimensional coordinates of theDF to be encountered (object). First, a three-dimensional coordinaterelating to the mark image is calculated from the three-dimensionalcoordinate of the DF to be encountered. Then, the calculatedthree-dimensional coordinate is transformed into a screen coordinate(projection transformation), and the mark image 124 is arranged in thecalculated screen coordinate. Accordingly, the mark image 124 iscombined (superposed on) with the game image displayed in athree-dimensional manner.

On the other hand, an explanation as to a manner of operation in theencounter mode is displayed on the LCD 12 as the game screen 100. Forexample, a message showing that the center of the mark image 124 is tobe touched is displayed, and a message indicative showing that if anaccurate touch is performed, the RB can run through the DF is displayed.

Here, when the game player touches the mark image 124 on the game screen120, the right and wrong (success/failure) of the touch is determined Ina case that the center of the mark image 124 is touched, it isdetermined that the touch of the mark image 124 succeeds. However, if aposition away from the center of the mark image 124 and an area exceptfor the mark image 124 are touched, it is determined the touch of themark image 124 fails.

In addition, in a case that the touch of the mark image 124 succeeds,the succession and failure of the offence is determined according to thequickness of the touch and the accuracy of the touch (touch position).More specifically, depending on the quickness of the touch and theaccuracy of the touch (touch position), the moving distance of the RB(moving distance in running through the DF to be encountered) isdetermined. For example, the shorter the time from the display of themark image 124 to the touch of the mark is, or the closer the mark image124 is to the center, the moving distance is made longer. Accordingly,when the center of the mark image 124 is touched well in a brief time,the RB can gain yardage ahead of the DF, and can run through the DF. Onthe other hand, if it takes a long time from the display of the markimage 124 to touch of the mark, or if a position relatively away fromthe center of the mark image 124 is touched, or if the touch of the markimage 124 fails as described above, the RB is caught by the DF, or istackled by the DF, and results in failure of the offence. Thus, in theencountering mode, a mini game is executed according to game player'stouch operation, and depending on the result (result of the mini game)of the touch operation, the game progress (game situation) of theAmerican football is changed.

Here, a description is made on the arrangement position of the markimage 124 in detail. If the DF to be encountered is three, the markimage 124 is displayed between the adjacent two DFs. As to the DFs atboth ends, by placing virtual DFs outside them, the mark image 124 isdisplayed between the virtual DF and the DF to be encountered. The markimage 124 is displayed in the middle position (midway) between the twoadjacent DFs (including the virtual DF), and the size is determineddepending on the distance between the adjacent DFs and the distancebetween the RB and the DF. This is because the easiness of runningthrough is taken into consideration when the RB runs through the DF inthe actual American football game. For example, as the distance betweenthe adjacent DFs is long, the RB relatively easily runs through thedistance. Also, if the distance between the RB and the DF is far, the RBis difficult to tackle by the DF, and the RB is difficult to catch bythe DF. Accordingly, if the distance between the two adjacent DFs andthe distance between the RB the DF is long, the size of the mark image124 is made large. Conversely, if the distance is short, the size of themark image 124 is made small. For example, depending on the length ofthe distance, the radius (diameter) of the mark image 124 may bedetermined linearly (or gradually). Thus, the easiness of runningthrough the DF (or difficulty of running through) is represented byeasiness of touching (or difficulty of touching). It should be notedthat the size of the mark image may be determined depending on theability parameter of he DF to be encountered.

More specifically, if a positional relationship between the DF and thevirtual DF is FIG. 8 (B), a game screen 120 shown in FIG. 8 (A) isdisplayed. Additionally, although the DF is illustrated planarly andsimply in FIG. 8 (A), a three-dimensional game screen 120 as shown inFIG. 7 is actually displayed. Also, in FIG. 8 (B), for simplicity, thepositional relationship of the objects (RB, DF) is illustrated in atwo-dimensional manner. As shown in FIG. 8 (B), each of the virtual DFis arranged on an arrangement line, and in a position in parallel witheach of the both ends of DFs (vertical to the moving direction of theRB). As can be understood from FIG. 8 (B), the arrangement line isobliquely provided such that the closer the DF and the RB is, the closerthe virtual DF moves to the RB. This is because that when the DF ismoved closer to the RB, and the DF is near the RB, the mark image 124 isdisplayed in a relatively small size. That is, as shown by the solidline in FIG. 8 (B), if the two arrangement lines are placed in parallelwith each other, as the DF is closer to the RB, the mark images 124 onboth sides shown in FIG. 8 (A) are made large.

In addition, although not illustrated in the drawings, the mark image124 is displayed in a vibrated manner on the basis of the difference(small and large) between the ability value (speed, power, technique) ofthe RB and the ability value of the DF. For example, if the abilityvalue of the DF is larger than the ability value of the RB, the displayposition of the mark image 124 is moved from right to left or left toright each time that the game screen 120 is updated. More specifically,the value of the X-coordinate (coordinate in the horizontal direction ofthe game screen 120) of the position coordinates of the mark image 124is changed for each frame. However, as described above, since the markimage 124 is displayed in the middle point between the two adjacent DFs,if the ability value of any of the DF is larger than the ability valueof the RB, the mark image 124 is vibrated.

Although a detailed description will be omitted, the small and large ofthe ability value may be obtained by making a comparative judgment of ineach of the parameters, and a total value of all the parameters may becalculated so as to make a comparative judgment. The method of thecomparative judgment is set by a developer and a programmer of the game.

Although illustration is omitted, in this embodiment, thevibration-display of the mark image 124 to the right and left direction(horizontal) on the game screen 120 makes it difficult to perform atouch operation, that is, makes it difficult to run through the DF witha high ability value. However, it needs not to be limited thereto, andthe mark image 124 may be displayed in a vibrating manner up and down(vertically) on the game screen 120, the mark image 124 is displayed ina blinking manner, or the mark image 124 may be translucently displayed.

Furthermore, in the huddle mode, although the passing and panting can beselected, a description is simply made on a case that the passing isselected below, and a description made on a case that the panting isselected will be omitted.

When the passing is selected in the huddle mode, and the QB on the gamescreen 120 is clicked in the scrimmage state as shown in FIG. 3, theoffence is started, and the passing mode is set. Although illustrationis omitted, a game screen 120 in which a mark image is displayed so asto be superposed on the three-dimensional image of the receiver objectto which the QB can pass the ball is displayed. For example, theposition and the size of the mark image are changed according to thepositional relationship between the receiver and the DF. As the touchposition is closer to the center of the mark image, the passing becomesmore successful. The game player touches the mark image which isdisplayed so as to be superposed on a desired receiver such that the QBpasses the ball to the desired receiver. Then, the QB passes (throws)the ball to the receiver.

Also, when the QB passes the ball to the receiver, a receiving mode isset. In the receiving mode, the game player makes an operation to makethe receiver have an advantageous place to catch a ball. Althoughillustration is omitted, a scratch area is provided on the game screen120, and by rubbing the scratch area in a brief time (scratching), agage is increased. Depending on the value of the gage, the advantage ofcatching the ball is determined.

When the ball moves sufficiently closer to the receiver, the catchingmode is set. In the catching mode, the game player instructs thereceiver selected in the passing mode to catch the ball. Although theillustration is omitted, in the receiving mode, a game screen 120 inwhich the mark image is displayed so as to be superposed on the ball isdisplayed. Additionally, as to the game screen 120, as the ball movescloser to the receiver, the mark image is displayed so as become large.However, as the mark image is larger, the moving speed of the ball isincreased. Thus, the mark image has to be touched at the right time.Also, depending on the catching ability of the receiver, the size of themark image is changed. If the center of the mark image can be clicked,the receiver catches the ball. However, if the receiver cannot have theadvantageous place for catching the ball, and if the ability value ofthe enemy DF is larger than the ability value of the receiver in thereceiving mode, the receiver fails to catch the ball, or the pass is cutoff or intercepted.

FIG. 9 shows an illustrative view showing one example of a memory map ofthe RAM 48 in FIG. 2. With reference to FIG. 9, the RAM 48 includes aprogram storage area 480 and a data storage area 482. In the programstorage area 480, a game programs is stored, and the game programscomprises a main processing program 480 a, a touch input detectingprogram 480 b, a touch position detecting program 480 c, an imagegenerating program 480 d, an image displaying program 480 e, anencounter determining program 480 f, an object movement controllingprogram 480 g, a mark image display controlling program 480 h, a cameracontrolling program, etc.

The main processing program 480 a is a program for performing a mainroutine of a game (American football in this embodiment). The touchinput detecting program 480 b is a program for detecting a touch input.More specifically, when executing the touch input detecting program 480b, the CPU core 42 executes a reading process of the coordinate datastored in the coordinate data buffer (not illustrated) provided in theI/F circuit 54. Here, if the coordinate data is not stored, and cannotbe read, it is determined that the touch input is absent. On the otherhand, if the coordinate data is stored, the CPU core 42 reads thecoordinate data to determine that the touch input is present, and storesthe read coordinate data in the data storage area 482.

The touch position detecting program 480 c is a program for determiningthat the coordinate indicated by the touch input indicates whichposition on the game screen 120. In this embodiment, as described above,since the resolution of the LCD 14 and the detection accuracy of thetouch panel 22 is the same, and the same coordinates system is set, bydirectly utilizing the coordinate indicated by the coordinate datadetected according to the touch input detecting program 480 b, it iseasily know which position on the game screen 120 is touched.

The image generating program 480 d is a program for generating imagessuch as a moving image object appearing in the game (player, ball, etc.)and a background object like a field by utilizing image data (model dataincluding bone data and polygon data, texture data, etc.). Also, in thisembodiment, the image generating program 480 d can also be executed in acase that a game screen 100 is generated by pasting a texture image(face image) generated in advance. The image displaying program 480 e isa program for displaying the image generated according to the imagegenerating program 480 d.

The encounter determining program 480 f is a program for determining thenumber of encounterings and the number of DFs to be encountered in eachencountering from the offensive contents selected by the game player andthe predicted contents of the defense in the huddle mode by utilizingtable data 482 g (see FIG. 12 (C)) described later. The object movementcontrolling program 480 g is a program for updating the two-dimensionalcoordinate of each object. For example, as to a part of the object (RB),the two-dimensional coordinate is updated according to route data 482 f(see FIG. 12(B)) determined in advance.

The mark image display controlling program 480 h is a program fordetermining a display position and a size of the mark image 124 andcombining it with the game image. The camera controlling program 480 iis a program for controlling a position and a direction of the virtualcamera in the three-dimensional world on the basis of thetwo-dimensional coordinate of the RB when the positions of the RB andthe enemy DF arranged according to the two-dimensional coordinatesatisfy a predetermined relationship. In this embodiment, thesatisfaction of the predetermined relationship is determined whether thedistance between the RB and the DF to be encountered falls in the rangeof the fixed distance B.

Although illustration is omitted, in the program storage area 480, agame sound reproducing program, a backup program, etc. are also stored.The game sound reproducing program is a program for generating a soundnecessary for the game such as a voice (sound) of the character, a soundeffect, a BGM, etc. and outputting it. The backup program is a programfor storing (saving) the game data (proceeding data, result data)generated during the game according to a predetermined event and apredetermined operation in the RAM 28 b of the memory card 28.

The data storage area 482 is utilized as a storage area, working area,or buffer area of the CPU core 42. For example, as shown in FIG. 10,coordinate data 482 a, camera setting data 482 b, animation data 482 c,model data 482 d, formation data 482 e, route data 482 f, table data 482g, player parameter 482 h, encounter arrangement data 482 i, markdisplacement data 482 j, object two-dimensional coordinate data 482 k,object three-dimensional coordinate data 482 m, mark imagetwo-dimensional coordinate data 482 n, mark image three-dimensionalcoordinate data 482 p, etc. are stored. Also, the data storage area 482is also provided with an after-encountering-elapsed-time counter 482 q.

The coordinate data 482 a is coordinate data of a touch coordinate, anddetected according to the above-described touch input detecting program480 b. The camera setting data 482 b is data as to the arrangementposition (three-dimensional position) and direction (angle formed by therespective axes of the camera coordinates system, or thethree-dimensional coordinate of the center of interest) of the virtualcamera, and comes in plurality kinds. This is because that even as tothe same scene (animation), by changing the position of the virtualcamera, and changing the direction of the virtual camera, a variety ofgame screens 120 can be made. Also, the game screen 120 has to bechanged between when the own-team operated by the game player is offense(offensive turn) and when the team is defense (defensive turn). Morespecifically, as shown in FIG. 11 (A), setting A data (positional,direction a2), setting B data (position b1, direction b2), and setting Cdata (position c1, direction c2), etc. are stored as the camera settingdata 482 b.

The animation data 482 c is data to cause the object to make anarbitrary action, such as running, being knocked down, etc., and showsin time series the movement of each part of the object and the changesof the angle of each joint of the object. More specifically, as shown inFIG. 11 (B), for a running action, A data of the animation showing thatthe player runs with the ball in one hand, the B data of the animationshowing that the player runs with the ball in the both hands, the C dataof the animation showing that a slow player runs, etc. are stored as theanimation data 482 c. Also, for the action of being knock down, the Adata of 1 animation showing that the player is knocked down by thetackle, the B data of 2 animation showing the player is knocked down bythe tackle, the C data of animation showing that the player is grabbedand knocked down, etc are stored. Although illustration is omitted,animation data as to other actions, such as grabbing action, throwing ofthe tackler, etc. are stored.

The model data 482 d is data with respect to the frame (bone and joint)of the object and the polygon of the object. By the bone and thepolygon, a body height and a shape are changed. For example, as shown inFIG. 11 (C), tall and smart player A data, tall and medium shape playerB data, medium height and shape player C data, etc. are stored. Althoughillustration is omitted, data as to small object and fat object, etc.are also stored.

The formation data 482 e is the coordinate data as to each object(position) in the formation (offensive formation and defensiveformation) determined in advance for each team in the two-dimensionalgame world. For example, the offensive formation includes the Iformation, the T formation, the wishbone formation, the shotgunformation, etc. Also, the defensive formation includes the 4-3formation, the 4-4 formation, the 5-2 formation, the 3-4 formation, etc.More specifically, as shown in FIG. 12 (A), the formation data 482 e isstored for each team, such as team A data, team B data, team C data,team D data, etc.

The route data 482 f is data indicative of a two-dimensional movingroute of the RB (two) and the QB (one) in each formation. For example,the two-dimensional coordinate of each frame is described in time seriesfrom the start of the offense. More specifically, as shown in FIG.12(B), it is set for each formation such as, formation A data, formationB data, and formation C data, etc.

The table data 482 g is table data for determining the number ofencounterings and the number of DFs to be encountered in eachencountering in the running plays. As described above, in the huddlemode, in a case that the game player on the offensive team selects thecontent of the play, and selects the running plays, the game playerfurther selects a running route (right, middle, left) and a running RB.On the other hand, the game player on the defensive team makes anapproximately similar operation to the game player on the offensive teamto thereby predict the contents of the playing selected by the offensiveteam. More specifically, for the running plays, a running route (right,middle, left) is predicted, and a running RB is predicted. Also, for thepassing plays, a ball throwing direction (right, middle, left) ispredicted, and a ball-receiving receiver is predicted.

As shown in FIG. 12 (C), as to the table data 482 g, the number ofencounterings and the number of DFs in each encountering are describeddepending on the running route selected by the offensive team and therunning route predicted by the defensive team. For example, if therunning route selected by the offensive team is “left”, and the runningroute predicted by the defensive team is “right”, that is, if theprediction of the defensive team is opposite, the number ofencounterings is “3”, the number of DFs to be encountered is “1” at afirst encountering, the number of DFs to be encountered is “2” at asecond encountering, and the number of DFs to be encountered is “3” at athird encountering. Also, if the running route selected by the offensiveteam is “left”, and the running route predicted by the defensive team is“left”, that is, the prediction of the defensive team is accurate, thenumber of encounterings is “1”, and the number of encounters is “3”. Inaddition, if the running route selected by the offensive team is“middle”, and the running route predicted by the defensive team is“right” or “left”, that is, if the prediction by the defensive team isnot opposite but missed, the number of encounterings is “2”, the numberof DFs to be encountered is “2” at a first encountering, and the numberof DFs to be encountered is “3” at a second encountering.

That is, if the prediction by the defensive team is accurate, the numberof encounterings is minimum value, if the prediction by the defensiveteam is opposite, the number of encounterings becomes a maximum value,and if the prediction by the defensive team is not opposite but missed,the number of encounterings becomes a middle value between the maximumvalue and the minimum value. This is because the gain of the offensiveteam is more increased if the prediction is missed. That is, in thisembodiment, as described later, when the encountering is ended, the RBis knocked down by the DF, and therefore, as the number of encounteringsis increased, an occasion of extending the running distance by the RB isincreased. Accordingly, even if the number of encounterings is great,the RB may be knocked down by the DF to be encountered depending on theoperation by the game player, and in such a case, it is impossible toearn the running distance, that is, the gain of the RB. Also, if theprediction of the running player is accurate, the number ofencounterings is decreased by one. That is, the occasion of extendingthe running distance of the RB is decreased.

The player parameter 482 h is data as to an ability value (speed, power,technique in this embodiment) of each player (object). For example, eachof the speed, the power, and the technique is represented by a numericalvalue and the alphabet indicative of the level, and the data is storedas the player parameter 482 h.

The encounter arrangement data 482 i is the two-dimensional coordinatedata for determining the arrangement position of each DF when the DF tobe encountered is prepared as illustrated by means of FIG. 5. If the DFto be encountered is one, only the arrangement position is determined,and if the DF to be encountered is two or three, the DFs can make aformation by the two or three DFs as well as be placed side by side(horizontally). For example, if the DF to be encountered is two, thearrangement position of the respective DFs is dislocated to thereby makean obliquely arranged formation. Also, if the DF to be encountered isthree, the arrangement position of the respective DFs is dislocated tothereby make an obliquely arranged formation, a mountain-shapeformation, or a valley-shaped formation. The data is stored for eachformation. More specifically, as shown in FIG. 13 (A), in the encounterarrangement data 482 i, arrangement A data, arrangement B data,arrangement C data, arrangement D data, arrangement E data, arrangementF data, etc. are stored depending on the number of DFs to beencountered.

The mark displacement data 482 j is data to indicate the displacementamount (difference) from the display position (midpoint of the DF) ofthe mark image 124 in a case that mark image 124 is displayed in avibrating manner depending on the difference of the ability values ofthe RB and the DF. In this embodiment, since the mark image 124 isvibrated in the horizontal direction (X-axis direction) of the gamescreen 120, the displacement amount in the X axis direction is describedfor each frame. More specifically, as shown in FIG. 13 (B), a pluralitykinds of the mark displacement data 482 j are stored, such asdisplacement data A, displacement data B, displacement data C,displacement data D, displacement data E, displacement data F,displacement data G, . . . . This is because that differentvibration-displays are to be performed depending on the difference inthe ability values. For example, the greater the difference between theability values is, the more the displacement amount is. On the contrarythereto, it may be possible that the greater the difference between theability values is, the less the displacement amount is. Additionally, inthe mark displacement data 482 j, the number of frames after theencounter mode was set is shown, and the number of frames is counted bythe after-encountering-elapsed-time counter 482 q described later.

The object two-dimensional coordinate data 482 k is coordinate data asto the current coordinate of each object in the two-dimensional gameworld. The coordinate data is updated for every frame. The objectthree-dimensional coordinate data 482 m is data (coordinate data) as tothe coordinate in the two-dimensional game world of each objectcalculated on the basis of the object two-dimensional coordinate data482 k. For example, the coordinate data of the three-dimensionalcoordinate is calculated where a specific animation (scrimmage state,touchdown, tackle, pass cut, intercept, etc.) is displayed and where animage for the mini game in the encounter mode is displayed.

The mark image two-dimensional coordinate data 482 n is coordinate dataof the two-dimensional coordinate of the mark image 124 calculated byprojection-transforming the coordinate (three-dimensional coordinate)indicated by the mark image three-dimensional coordinate data 482 pdescribed later. The mark image three-dimensional coordinate data 482 pis coordinate data of the three-dimensional coordinate of the mark image124. As described above, the three-dimensional coordinate of the markimage 124 is calculated on the basis of the three-dimensional coordinateof the DF to be encountered. Also, as described above, the arrangementposition of the DF to be encountered is updated for every frame, andtherefore the three-dimensional position (three-dimensional coordinate)of the mark image 124 is also updated for every frame. Accordingly, theabove-described mark image two-dimensional coordinate data 482 n is alsoupdated for every frame.

The after-encountering-elapsed-time counter 482 q is reset and startedafter the encounter mode, and counts a lapse of time (the number offrames) from the start of the encountering.

Although illustration is omitted, the data storage area 482 stores data,such as game data (proceeding data and result data), sound data, imagedata, and provided with a flag and other counters.

More specifically, the CPU core 42 shown in FIG. 2 executes an offensiveprocess according to a flowchart shown in FIG. 14-FIG. 20. It should benoted that for simplicity, a description is made on a case that theown-team operated by the game player is the offense, and the teamoperated by the computer (CPU core 42) is the defense. As shown in FIG.14, when starting an offensive process, the CPU core 42 sets a huddlemode, and determines whether or not a running command is selected in astep S1. That is, it is determined whether or not the game playerselects running plays. If “NO” in the step S1, that is, if the runningcommand is not selected, it is determined whether or not another commandis selected in a step S3. If “NO” in the step S3, it is determined thatno command is selected, and the process returns to the step S1. However,if “YES” in the step S3, that is, if other command, such as passing andpanting is selected, a process according to the other commands isexecuted in a step S5, and the offensive process is ended.

Also, if “YES” in the step S1, that is, if the running command isselected, the table data 482 g is read in a step S7, and the predictionby the defense team is determined at random in a step S9. Morespecifically, the running RB and a running route are selected(determined) at random. That is, the defensive team predicts the offenceby the offensive team.

In a succeeding step S11, the number of encounterings and the number ofDFs to be encountered in each encountering are determined according tothe table data 482 g. In a succeeding step S13, it is determined whetheror not the predicted player is accurate. That is, it is determinedwhether or not the RB predicted by the defensive team is equal to the RBselected by the offensive team. If “NO” in the step S13, that is, if thepredicted player is missed, the process directly proceeds to a step S17.However, if “YES” in the step S13, that is, if the predicted player isaccurate, the number of encounterings is subtracted in a step S15, andthe process proceeds to the step S17.

In the step S17, the two-dimensional coordinate of the object is setaccording to the formation. That is, the set mode is set, according tothe formation data 482 e determined for each team, respective objectsare arranged in the two-dimensional coordinate positions determined asto respective positions of the offensive team, and respective objectsare arranged in the two-dimensional coordinate position determined as torespective positions of the defensive team. In a next step S19, ascrimmage state is displayed by a two-dimensional still image. That is,the game screen 100 is displayed on the LCD 12 as shown in FIG. 3.Succeedingly, in a step S21, the scrimmage state is displayed by athree-dimensional moving image. Here, the three-dimensional coordinateis calculated on the basis of the two-dimensional coordinate indicatedby the object two-dimensional coordinate data 482 k, and the objectgenerated by utilizing the model data 482 d, etc. is arranged (modeled)in the calculated three-dimensional coordinate. The above-describedmanner is shot by the virtual camera in the three-dimensional positionand direction indicated by the selected camera setting data 482 b, anddisplayed as the game screen 120 in the scrimmage state. Accordingly, itis possible to display the game screen 120 as shown in FIG. 3, forexample.

In a succeeding step S23, it is determined whether or not an offencestarting instruction is present. That is, it is determined whether ornot the game player clicks the QB displayed on the game screen 120. If“NO” in the step S23, that is, if the offence starting instruction isabsent, the process directly returns to the step S23 to wait for thepresence of the offence starting instruction. However, if “YES” in thestep S23, that is, if the offence starting instruction is present, thetwo-dimensional coordinate of the object is changed in a step S25 shownin FIG. 15. In this embodiment, after the offense is started from thescrimmage state, the two-dimensional coordinates of the RB and the QB onthe offence are updated according to the route data 482 f, and thetwo-dimensional coordinate is updated such that the guard (left guard(LG), right guard (RG)) and the center (C) on the offence, and thedefensive line (left end (LE), right end (RE), defense tackle (DT)) onthe defense are bumped with each other. It should be noted that sinceother objects are not displayed on the game screen 100, thetwo-dimensional coordinate is not updated, capable of reducing aprocessing load of the CPU core 42.

In a next step S27, the object is displayed in the tow-dimensionalmanner according to the updated two-dimensional coordinate. That is, thegame screen 100 on which the face image of the objects corresponding tothe updated two-dimensional position are pasted is displayed on the LCD12. Also, in a step S29, an animation showing that the RB is running isdisplayed in a three-dimensional manner. That is, the CPU core 42calculates the three-dimensional coordinate of the objects relating tothe encountering on the basis of the two-dimensional coordinate updatedin the step S25. Next, the respective objects are modeled in thecalculated three-dimensional coordinate, and the respective objects aremoved according to the animation data 482 c. The position and thedirection of the virtual camera are determined so as to shoot the RB.That is, the camera setting data 482 b for shooting the RB from thefront is selected. Accordingly, as shown in FIG. 4, an animation showingthat the RB is running is displayed on the game screen 120.Additionally, although illustration is omitted, at this time, the arrowimage 122 is displayed so as to be superposed on the animation of theRB. The same process is executed when an animation is displayed on thegame screen 120 and so forth.

In a succeeding step S31, it is determined whether or not the RB existsin the range of the fixed distance A from the line of scrimmage. If “NO”in the step S31, that is, if the RB does not exist in the range of thefixed distance A from the line of scrimmage, the process directlyreturns to the step S25. However, if “YES” in the step S31, that is, ifthe RB exists in the range of the fixed distance A from the line ofscrimmage, the DF is selected from the LB, the DB, the CB, the S by thenumber determined on the basis of the table data 482 g in a step S33.However, the DF which has already (previously) been run through by theRB cannot be selected. Furthermore, the DF to be encountered is selectedaccording to the priorities determined in advance or at random.

Succeedingly, in a step S35, one of the encounter arrangement data 482 iis selected on the basis of the number of DFs determined on the basis ofthe table data 482 g. For example, if the number of encounters is “2” or“3”, a piece of arrangement data is selected from the plurality ofarrangement data at random. Then, in a step S37, the two-dimensionalcoordinate of the selected player (object) is rearranged on the basis ofthe encounter arrangement data 482 i selected in the step S35 by takingthe reference coordinate (X-coordinate of the RB, Y-coordinate-a ofupper end of the display area) as a reference. Noted that a is set astwo to three dots. If the three DFs are arranged, the DF located at thecenter is arranged in the reference coordinate, and the other two DFsare arranged on the basis of the encounter arrangement data 482 i bytaking the DF at the middle as a center. Then, depending on the DF to beencountered, a formation is made.

As shown in FIG. 16, in a next step S39, it is determined whether or notthe distance between the RB and the DF to be encountered is within thefixed distance B. Additionally, if a plurality of DFs to be encounteredexist, it is determined whether or not a distance between the RB andeach DF is within the fixed distance B. If “NO” in the step S39, thatis, if the distance between the RB and the DF to be encountered is notwithin the fixed distance B, the RB is moved according to thepredetermined algorithm (for purposes of explanation, referred to as“algorithm A”). As described above, the position of the RB(two-dimensional coordinate) is updated according to the route data 48f. However, after the position of the RB is updated to a certain extent,it is updated according to the algorithm A. For example, the algorithm Ais an arithmetic process for subtracting the Y-coordinate of thetwo-dimensional coordinate indicative of the position of the RB by towto three dots. Accordingly, the two-dimensional coordinate where the RBis arranged is updated such that the RB moves directly upward on thegame screen 100. It should be noted that it is not limited thereto, bychanging both of the X-coordinate and Y-coordinate of thetwo-dimensional coordinate indicative of the position of the RB, it ispossible to move the RB obliquely upwardly.

In a succeeding step S43, the DF to be encountered moves so as to becloser to the RB. More specifically, at least one of the components ofthe two-dimensional coordinate where the DF is arranged is updated so asto be closer to the two-dimensional coordinate where the RB which hasbeen updated in the step S41 is arranged. Next, in a step S45, theobjects relating to encountering are displayed in a two-dimensionalmanner according to the updated two-dimensional coordinate. That is, asshown in FIG. 4 or FIG. 5, the updated game screen 100 is displayed onthe LCD 12. Then, in a step S47, an animation showing that the RB isrunning is displayed in a three-dimensional manner, that is, the updatedgame screen 120 is displayed on the LCD 14, and the process returns tothe step S39.

If “YES” in the step S39, that is, if the distance between the RB andthe DF to be encountered is within the fixed distance B, the DF to beencountered is arranged in the three-dimensional space in a step S49.Here, the three-dimensional coordinate of the objects relating to theencountering are calculated on the basis of the two-dimensionalcoordinates of the applied objects, and the respective objects aremodeled in the calculated three-dimensional coordinate. Then, a runningaction is executed according to the animation data 482 c. In asucceeding step S51, the after-encountering-elapsed-time counter 482 qis reset (count value=0), and in a step S53, an operating instruction isdisplayed. That is, as shown in FIG. 6, a game screen 100 for theexplanation as to manner of operation is displayed on the LCD 12.

Succeedingly, in a step S55 shown in FIG. 17, the position and thedirection of the virtual camera are controlled. Here, the arrangementposition of the virtual camera is determined in a position of the headof the QB modeled in the step S49, and the direction of the virtualcamera is determined along the line of sight of the QB. The direction ofthe line of sight, that is, the direction of the virtual camera is,where a DF to be encountered is one, determined to be a direction of theDF. Where the DF to be encountered is two, the direction of the virtualcamera is determined to be the distance (center) between the two DFs.Additionally, if the DF to be encountered is three, the direction of thevirtual camera is determined to be the DF at the center. Generallyspeaking, in a case that the DF to be encountered is one (1), thedirection of the virtual camera is directed to the DF, and in a casethat the DF to be encountered is tow or more, if the number of DFs is anodd number (2), the direction of the virtual camera is determined to bethe DF at the center, and if the number of DFs is an even number (3),the direction of the virtual camera is determined to be the spacebetween the DFs at the center.

Then, in a step S57, a game space image obtained by shooting thethree-dimensional space with the virtual camera is generated. That is,the movie (image) shot by the virtual camera is projection-transformedto generate a two-dimensional image. In a next step S59, a mark imagedisplaying process (see FIG. 20) described later is executed.Accordingly, an animation showing that the DF to be encountered iscloser to the RB, and the mark image 124 is displayed between the DFs tobe encountered is displayed on the game screen 120 of the LCD 14.

In a succeeding step S61, it is determined whether or not a touch inputis present. Here, the CPU core 42 determines whether or not thecoordinate data input from the touch panel 22 is stored with referenceto the buffer (not illustrated) provided in the I/F circuit 54. If thecoordinate data is stored, it is determined that a touch input ispresent, and “YES” is determined in the step S61. Then, in a step S63, atouch determining process is executed. Although illustration is omitted,when detecting the coordinate data, the CPU core 42 stores the detectedcoordinate data in the RAM 48 for a touch determining process. In thetouch determining process in the step S63, the coordinate (hereinafterreferred to as “touch coordinate”) corresponding to the coordinate dataindicates the mark image 124. If the touch coordinate indicates the markimage 124, the distance from the center of the mark image 124 to thetouch coordinate is detected, that is, accuracy of the touch isdetermined.

Then, it is determined whether or not a touching succeeds in a step S65.Here, it is determined whether or not the touch coordinate is the centeror in the vicinity of the mark image 124. If “YES” in the step S65, thatis, if the touching succeeds, the process proceeds to a step S79 shownin FIG. 18. However, if “NO” in the step S65, that is, if the touchingfails, an animation showing that the RB is knocked down due to beingtackled, and so forth by the defense to be encountered is displayed in athree-dimensional manner, that is, the game screen 120 in which the RBis knocked down is displayed on the LCD 14 in a step S69, and theoffensive process is ended.

If “NO” in the step S61, that is, if the coordinate data is not storedin the buffer, it is determined that a touch input is absent, and it isdetermined whether or not the distance between the RB and the DF to beencountered is within a fixed distance C (<fixed distance B) in a stepS67. More specifically, it is determined whether or not the DF to beencountered is closed to the RB in such a distance as to grab the RB,and tackle the RB.

If “YES” in the step S67, that is, if the distance between the RB andthe DF to be encountered is within the fixed distance C, the processproceeds to the step S69. On the other hand, if “NO” in the step S67,that is, if the distance between the RB and the DF to be encountered isnot within the fixed distance C, the two-dimensional coordinate of theRB is updated according to the algorithm A in a step S71, thetwo-dimensional coordinate of the DF to be encountered is updated so asto be closer to the RB in a step S73, and the three-dimensionalcoordinates of the objects relating to the encountering, that is, the RBand the DF to be encountered are updated in a step S75. Then, in a stepS77, the after-encountering-elapsed-time counter 482 q is incremented,and the process returns to the step S55.

As described above, if the touching the mark image 124 succeeds, and if“YES” is determined in the step S65, an animation showing that the RBruns through the DF to be encountered is displayed in thethree-dimensional manner in the step S79 as shown in FIG. 18. That is,an animation showing that the RB runs through the DF to be encounteredis displayed on the game screen 120 of the LCD 14. In a succeeding stepS81, the two-dimensional coordinate of the RB is updated to the positionahead of the DF in the moving direction determined by the algorithm A.In a next step S83, the two-dimensional coordinate of the RB is furtherupdated depending on the count value of theafter-encountering-elapsed-time counter 482 q, and the distance betweenthe touch position and the center of the mark image 124. That is, as themark image 124 is touched in a brief time, and the touch position isaccurate, the two-dimensional coordinate of the RB is updated to therunning direction (upward direction of the game screen 100), allowingthe RB to earn a gain.

Then, in a step S85, the number of encounterings is decremented, and ina step S87, the DF which was run through is stored, and the processproceeds to a step S89 shown in FIG. 19. However, if touching the markimage 124 displayed between the two DFs succeeds in the step S87, thetwo DFs are run through, and the 2 DFs are stored in such a case.

As shown in FIG. 19, in the step S89, it is determined whether or notthe RB moves by a fixed distance D after the RB runs through DF. Thefixed distance D is a distance for determining whether or not the nextDF to be encountered is prepared, and is set to become longer than thefixed distance B and the fixed distance C. For example, the fixeddistance D is set to be the same or approximately the same as the fixeddistance A. If “YES” in the step S89, that is, if the RB moves by thefixed distance D after running through the DF, it is determined whetheror not the number of encounterings is equal to or less than zero in astep S91.

If “NO” in the step S91, that is, if the number of encounterings isequal to or more than one, the process returns to the step S33 shown inFIG. 15. That is, a preparation for next encountering is made. On theother hand, if “YES” in the step S91, that is, if the number ofencounterings is equal to or less than zero, an animation showing thatthe RB is knocked down is displayed in the three-dimensional manner in astep S93, and the offensive process is ended. That is, in the step S93,the animation where the RB is knocked down by being tackled and caughtby the DF, etc. is displayed on the game screen 120 of the LCD 14.

Also, if “NO” in the step S89, that is, if the RB does not move by thefixed distance D after running through the DF, the two-dimensionalcoordinate of the RB is updated according to the algorithm A in a stepS95. In a next step S97, the object is displayed in a two-dimensionalmanner according to the two-dimensional coordinate. That is, a gamescreen 100 in which the face images of the objects of the offensive lineand the defensive line and the face images of the RB are pasted on therespective two-dimensional coordinate is displayed on the LCD 12. Also,in a step S99, an animation showing that the RB is running is displayedin a three-dimensional manner. That is, a game screen 120 showing thatthe RB is running is displayed on the LCD 14.

Then, in a step S101, it is determined whether or not a touchdown ismade. More specifically, it is determined whether or not theY-coordinate of the two-dimensional coordinate of the RB with the ballis smaller than the Y-coordinate of the opponent's end line. If “NO” inthe step S101, that is, if the touchdown is not made, the processdirectly returns to the S89. However, if “YES” in the step S101, thatis, if the touchdown is made, the animation of the touchdown isdisplayed in a three-dimensional manner in a step S103, and theoffensive process is then ended. That is, a game screen 120 showing thatthe RB with the ball runs into the end zone is displayed. Additionally,after the game screen 120 in which the RB makes a touchdown isdisplayed, the game screen 120 in which the RB slams the ball againstthe ground (field), and the RB and other players (objects) on theoffensive team dance for joy may be displayed.

FIG. 20 is a flowchart showing a mark image displaying process in thestep S59 shown in FIG. 17. With reference to FIG. 20, when starting themark image displaying process, the CPU core 42 detects eachthree-dimensional coordinate of the DF to be encountered in a step S201.Here, each of the three-dimensional coordinate of the DF to beencountered is obtained from the three-dimensional coordinate calculatedin the step S49. In a succeeding step S203, depending on thethree-dimensional coordinate of the adjacent DFs, the three-dimensionalcoordinate and the size of the mark image 124 are determined(calculated). The determination (calculation) method is as described. Ina succeeding step S205, the three-dimensional coordinate of the markimage 124 is transformed into the two-dimensional coordinate on aprojection plane. More specifically, by utilizing a determinant ofmatrix of the projection transformation, the two-dimensional coordinateis obtained from the three-dimensional coordinate of the mark image 124,and the image (two-dimensional image) of the mark image 124 is pasted inthe size determined in the step S203 in the obtained two-dimensionalcoordinate. That is, the two-dimensional mark screen is generated.

In a succeeding step S207, it is determined whether or not a largerability value out of the ability values of the two adjacent DFs islarger than the ability value of the RB. Here, the comparison of theability values is performed as to respective parameters between the twoadjacent DFs or between the RB and the DF, and one of them who have alot of parameters with a larger numerical value is determined to be onewho has a high ability value. It should be noted that the total valuesof the numerical values of the respective parameters are compared withthe two adjacent DFs, or compared between the RB and the DF. If “NO” inthe step S207, that is, if a larger ability value out of the abilityvalues of the two adjacent DFs is less than the ability value of the RB,the process directly proceeds to a step S213.

However, if “YES” in the step S207, that is, if a larger ability valueout of the ability values of the two adjacent DFs is larger than theability value of the RB, the mark displacement data 482 j is selecteddepending on a larger value out of the ability values of the twoadjacent DFs in a step S209. In a next step S211, the two-dimensionalcoordinate of the mark image 124 is displaced on the basis of theselected mark displacement data 482 j and the count value of theafter-enouncing-elapsed-time counter 482 q, and then the processproceeds to the step S213. That is, with reference to the markdisplacement data 482 j, a displacement amount of the frame indicated bythe count value of the after-enouncing-elapsed-time counter 482 q isobtained, and the obtained displacement amount is added to the currenttwo-dimensional coordinate of the mark image 124.

Although illustration is omitted, the process in the steps S207 to S211is executed as to each of the mark image 124.

Then, in the step S213, a game screen 120 in which the two-dimensionalmark screen is combined with the game space image, that is, thethree-dimensional image of the animation showing that the DF to beencountered is closer to the RB, is displayed on the LCD 14. Then, themark image displaying process is returned.

Additionally, the mark image displaying process is executed per unit oftime (one frame), and therefore, the display position and the size ofthe mark image 124 are also updated for every frame.

According to this embodiment, the two-dimensional coordinate of theobject is updated, the three-dimensional coordinate is calculated fromthe two-dimensional coordinate as necessary, and whereby, thethree-dimensional game screen is displayed. Thus, it is possible todisplay an appropriate game screen in correspondence with the progressof the game.

In this embodiment, when the encounter mode is started, merely touchingthe mark image, the game player can cause the RB to run through the DF,the RB to be knocked down by the DF, and thus can enjoy playing the gamewith a simple operation.

In addition, in this embodiment, the display position and the size ofthe mark image are determined according to the three-dimensionalcoordinates of the plurality of DFs, and depending on the right or wrongof instructing the mark image, the development of the game is changed,and therefore, it is possible to lead the game player to instruct thecoordinates position in correspondence with the progress of the game.

Furthermore, in this embodiment, although the game screen 100 of thetwo-dimensional image is displayed on the LCD 12, the game screen 100 ofan overhead image and a game screen 100 of a three-dimensionalcoordinate may be displayed without being limited thereto. In such acase, it is determined whether or not the process is shifted to theencounter mode on the basis of the three-dimensional coordinate of theobject.

Additionally, in this embodiment, although it is determined whether ornot the animation of the three-dimensional image is displayed dependingon the two-dimensional position of the object, it is not limitedthereto. For example, if the object makes a predetermined action, theanimation of the three-dimensional image is displayed.

Also, in this embodiment, although the touch panel is utilized as apointing device, other pointing devices, such as a computer mouse, atouch pad, a tablet may be useable. In such a case, an instructionimage, such as a mouse pointer and a cursor is displayed on the gamescreen 120, and the instruction image has to be operated by means of thecomputer mouse, etc.

In addition, in this embodiment, a description is made on a case thattwo LCDs are provided and two game screens are displayed. However, oneLCD is provided, and a touch panel is set on it to display one gamescreen on the LCD.

Also, in this embodiment, a description is made on the game apparatuswith the two LCDs. However, the display area of one LCD is divided intotwo, and on at least one of the display areas, the touch panel may beset. In this case, for a vertically-long LCD, the display area of theLCD is divided so as to be vertically arranged with each other, and fora horizontally-long LCD, the display area of the LCD is divided so as tobe horizontally arranged with each other.

Although the present invention has been described and illustrated indetail, it is clearly understood that the same is by way of illustrationand example only and is not to be taken by way of limitation, the spiritand scope of the present invention being limited only by the terms ofthe appended claims.

1. A game apparatus, comprising: a processor; at least one input devicecoupled to said processor; a memory coupled to said processor, saidmemory storing instructions that, when executed by said processor,control said processor to: generate a game image including at least anobject image on the basis of a three-dimensional coordinate of theobject in the virtual game world; calculate a two-dimensional coordinateto combine a mark image with said game image on the basis of thethree-dimensional coordinate of said object; combine said mark imagewith said generated game image in the calculated two-dimensionalcoordinate; detect an operation input from a player; and performdifferent game processes depending on whether or not the positionindicated by the detected operation input is on said mark image.
 2. Agame apparatus, comprising: a processor; at least one input and displaydevice coupled to said processor; a memory coupled to said processor,said memory storing instructions that, when executed by said processor,control said processor to: generate a game image including at least anobject image by shooting a virtual game world with a virtual camera, anddisplaying it on said display; calculate a new three-dimensionalcoordinate by performing a predetermined arithmetic process on the basisof the three-dimensional coordinate of said object in said virtual gameworld; transform said new calculated three-dimensional coordinate to ascreen coordinate; set a region on said display portion taking thetransformed screen coordinate as a reference; combine a mark imagecorresponding to the set region with said game image, and display it onsaid display; make a player input coordinates on said display; andperform a predetermined game process by comparing the input coordinateand the set region.
 3. A game apparatus, comprising: a processor; atleast one input and display device coupled to said processor; a memorycoupled to said processor, said memory storing instructions that, whenexecuted by said processor, control said processor to: generate a gameimage to be displayed on the display by shooting a virtual game worldwith a virtual camera; determine a coordinate on said display on thebasis of three-dimensional coordinates of a plurality of objects in saidvirtual game world; set a region on said display portion by taking thedetermined coordinate as a reference; combine a mark image correspondingto the set region with said game image, and display it on said display;make a player input coordinates on said display; and perform apredetermined game processing by comparing the input coordinate and theset region.
 4. A non-transitory storage medium storing a game program,said game program causes a processor of a game apparatus to perform:generating a game image including at least an object image on the basisof a three-dimensional coordinate of the object in a virtual game world;calculating a two-dimensional coordinate to combine a mark image withsaid game image on the basis of the three-dimensional coordinate of saidobject; combining said mark image with said generated game image in thecalculated two-dimensional coordinate; detecting an operation input froma player; and performing different game processes depending on whetheror not the position indicated by the detected operation input is on saidmark image.
 5. A non-transitory storage medium storing a game program,said game program causes a processor of a game apparatus to perform:generating a game image including at least an object image by shooting avirtual game world with a virtual camera, and displaying it on a displayportion; calculating a new three-dimensional coordinate by performing apredetermined arithmetic process on the basis of the three-dimensionalcoordinate of said object in said virtual game world; transforming saidnew calculated three-dimensional coordinate to a screen coordinate;setting a region on said display portion taking the transformed screencoordinate as a reference; combining a mark image corresponding to theset region with said game image, and displaying it on said displayportion; making a player input coordinates on said display portion; andperforming a predetermined game process by comparing the inputcoordinate and the set region.
 6. A non-transitory storage mediumstoring a game program, said game program causes a processor of a gameapparatus to perform: generating a game image to be displayed on adisplay portion by shooting a virtual game world with a virtual camera;determining a coordinate on said display portion on the basis ofthree-dimensional coordinates of a plurality of objects in said virtualgame world; setting a region on said display portion by taking thedetermined coordinate as a reference; combining a mark imagecorresponding to the set region with said game image, and displaying iton said display portion; making a player input coordinates on saiddisplay portion; and performing a predetermined game processing bycomparing the input coordinate and the set region.
 7. A game controllingmethod, comprising: (a) generating a game image including at least anobject image on the basis of a three-dimensional coordinate of theobject in a virtual game world, (b) calculating a two-dimensionalcoordinate to combine a mark image with said game image on the basis ofthe three-dimensional coordinate of said object, (c) combining said markimage with said game image generated by (a) in the two-dimensionalcoordinate calculated by (b), (d) detecting an operation input from aplayer, and (e) performing different game processes depending on whetheror not the position indicated by the operation input detected by atleast (d) is on said mark image.
 8. A game controlling method,comprising: (a) generating a game image including at least an objectimage by shooting a virtual game world with a virtual camera, anddisplaying it on a display portion, (b) calculating a newthree-dimensional coordinate by performing a predetermined arithmeticprocess on the basis of the three-dimensional coordinate of said objectin said virtual game world, (c) transforming said new three-dimensionalcoordinate calculated by (b) to a screen coordinate, (d) setting aregion on said display by taking the screen coordinate transformed by(c) as a reference, (e) combining a mark image corresponding to theregion set by (d) with said game image, and displaying it on saiddisplay portion, (f) making a player input coordinates on said displayportion, and (g) performing a predetermined game process by comparingthe coordinate input by (f) and the region set by (d).
 9. A gamecontrolling method, comprising: (a) generating a game image to bedisplayed on a display portion by shooting a virtual game world with avirtual camera, (b) determining a coordinate on said display portion onthe basis of three-dimensional coordinates of a plurality of objects insaid virtual game world, (c) setting a region on said display by takingthe coordinate determined by said step (b) as a reference, (d) combininga mark image corresponding to the region set by (c) with said gameimage, and displaying it on said display portion, (e) making a playerinput coordinates on said display, and (f) performing a predeterminedgame processing by comparing the coordinate input by (e) and the regionset by (c).